Comments (17)
Not yet without further modifications, but there is currently a discussion on the thread (last page). In short, I'll do this including other customization options when I'm finished with the statemachine support. You may also take a look at the other 'issue', I count them as one as they both adress customization limits of knobs. Priority to change this is high, so don't worry, in about two weeks I hope to have something done:)
As a side note; Why would you wan't to do this? Besides some abstract usage, no use case comes to my mind that could benefit from this...
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Btw I could implement this really fast if you wish. Not too much to do;)
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Im working on a script/screenplay editor for writers. (Will also publish it with some other tools when I have it working propertly). Thats why I need a node net.
PD: Thanks for your fast answer and work.
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For now I will create a dynamic input creation :P
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Also a good idea. But for a writer (kind of a dialogue system I suppose?), the upcoming Statemachine behaviour would be preferrable I guess. I have it somewhat working currently, not very fleshed out, but it supports transitioning conditions and time, so I guess I can prepare you a alpha/beta whatever until next weekend. Maybe I'll even have it working fully until then;)
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Really? Conditions like the unity animation control? Thats cool, and also something I planned to work on. Could I help you someway?
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Yes, this would be features the base transition has. For your specific needs I'll implement a fetching system similar to the ones of Nodes and ConnectionTypes. That will enable you to create transitions dedicated to transition between animations, AI states or the screenplay elements in your case.
I don't know exactly how you could help, sorry. It's a thing to share tasks between contributors and another to work on one task together... I don't know where your interests lie, but the Connections still need some sort of click detection and clipping feature (both pretty easy for lines, not so for beziers). But I appreciate your help and hope you're doing well creating you Screenplay editor:)
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:P Thanks for your support, I will probably improve the key control system, like move multiple nodes or create connections from outputs to inputs. if I do it i will make PR.
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Sounds great, good luck!
A hint, I used this before in another project: You can get the Editor selection rect style by using GUIStyle boxSelectionStyle = "SelectionRect"
Of course only a style to use for the editor version, nor at runtime:(
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Cool, thanks. I will do that then.
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@Seneral Thanks for support. I faced exact the same problem. I'm working on some kind of dialogue system where I'm triggering different events on the different scene objects. and i also has some loops in logic where i need to go back to previous events after execution.
Could you give me a hint. in case if I'll fix this by myself what is a better, modify existing NodeInput.cs connection property, or derive from nodeKnob and create brand new class with implementation.
thx.
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I recently explored the option of creating multiple input connections, even implemented it, but as a cause all saves got broken... Don't know if that step makes any good...
Regarding your requests, as mentioned before, you needs would be best fulfilled with the WiP state behaviour system I suppose:)
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I've this implemented as of now. But as any use case I could think of (and both of yours) can be resolved using the new state system, and the implementation breaks existing saves, I'm not sure whether to publish such an update. I probably could write a workaround to load old saves, but I'd like to avoid that if possible.
Instead, you're actually able to extend the NodeKnobs way better with other changes I've made, so you can reproduce the behaviour of existing Inputs/Outputs yourself if needed (With restrictions, fE. no direct access through Inputs[] or Outputs[] but through the generic knob collection 'mess' NodeKnobs[]).
What do you think, should I include this change in a new update? The state system will be coming in the same:)
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Hi, is this feature live in any branch?
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No not yet, been very busy recently:/
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Hello, I'm really interested in this as well, do you have any idea of when it could be live? Or how someone would go about implementing this? Thanks :)
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We have a detailed discussion on this and already an implementation by @JoshAshby but I haven't heard anything about it since:/
I'm currently relatively busy but I expect to get some free time next month:)
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Related Issues (20)
- The connections will miss when I add a new node. HOT 2
- GUIScaleUtility.cs Init Method NullReferenceException in Unity 2019.1.2f1 HOT 10
- Insane Bug from using RTEditorGUI.EnumPopup() HOT 3
- XML not saving node values HOT 10
- Is Project Active and Package Support? HOT 15
- `PlayModeStateChange' could not be found. Are you missing a using directive or an assembly reference? HOT 3
- [Solved] Context menu not showing up. HOT 2
- Multiple instances of node editors open at once HOT 1
- Toolbar is not showing up HOT 4
- All data is lost when I change the scene, even though I have extra saved as an asset file HOT 4
- How to input multiple outputs to a node? HOT 8
- Apple M1 computers not displaying Bezier curves HOT 3
- Added one node. Then it stoped working. (Remove the node, re-install, sitll not working) Unity 2020.2 LTS
- Implementation of a Logic Graph HOT 7
- XML import issue on UWP
- I deleted the ScriptableObjects in Assets/DefaultEditorResources/Node_Editor_Framework HOT 3
- Making children of node drag along with parent HOT 5
- Functional Nodes that are not tied to the Node Editor Window HOT 6
- Loading canvas based on Selection.activeTransform? HOT 4
- seems undo pro doesnt work with unity 2022.2.8 not sure what version it stopped working at HOT 5
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