Seneral / Node_Editor_Framework

A flexible and modular Node Editor Framework for creating node based displays and editors in Unity
https://nodeeditor.seneral.dev
MIT License
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More control over saving/loading #146

Closed RomanZhu closed 6 years ago

RomanZhu commented 6 years ago

I have node network which should always replicate actual state of components of types "Type1" and "Type2" in the scene. Those types have UnityEvent, where could be links to instances of "Type1 or "Type2" or some random types (which are ignored)

I have nodes with types Type1Node and Type2Node, who has serializeble field of type Type1 and Type2 (to link to components they represent).

I have custom nodeCanvas. When canvas is empty it parses current scene and collects Type1 and Type2 instances. Then it generates nodes of needed types and fills links. So far so good.

1) As you see i have links to scene, so canvas of my type should be saved to scene only . But there is no way built-in to limit saving functionality

Just a suggestion to think about

Seneral commented 6 years ago

Yep could be some property on the node canvas you can override, which modifies the ContextMenu behaviour in NodeEditorInterface aswell as directly in the save function in NodeEditorSaveManager. Don't know when I might do that but it's easy to add:)

Seneral commented 6 years ago

Added option to the canvas to only allow scene saving:) Hope that does it for you!