Added defualt graph properties inspector;
Added sticky note; Changed the name of BaseNode to SlotContainerNode in case we need other type of nodes in the future;
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@@ -3,7 +3,7 @@ using UnityEngine;
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namespace Misaki.GraphView
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{
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public class PropertyInputNode : BaseNode
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public class PropertyInputNode : SlotContainerNode
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{
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[SerializeReference]
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private ExposedProperty _property;
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@@ -5,7 +5,7 @@ using UnityEngine;
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namespace Misaki.GraphView
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{
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[Serializable]
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public abstract class BaseNode : SlotContainer
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public abstract class SlotContainerNode : SlotContainer
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{
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[SerializeField]
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private GraphObject _graphObject;
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@@ -20,16 +20,21 @@ namespace Misaki.GraphView
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public string Id => _id;
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public Action OnExecutionCompleted;
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public Action<BaseNode> OnExecutionFailed;
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public Action<SlotContainerNode> OnExecutionFailed;
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public Action OnExecuteFlagCleared;
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/// <summary>
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/// Initialize the node with the graph object, this method is called when the node is added to the graph.
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/// </summary>
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public virtual void Initialize(GraphObject graph)
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public void Initialize(GraphObject graph)
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{
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_graphObject = graph;
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InitializeSlot();
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}
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public virtual void InitializeSlot()
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{
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var type = GetType();
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var fields = type.GetFields(ConstResource.NODE_FIELD_BINDING_FLAGS);
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