update 0.6.3.5

This commit is contained in:
2026-07-27 08:34:20 +08:00
parent 0995202f26
commit e2398539cd
14 changed files with 759 additions and 749 deletions
@@ -0,0 +1,341 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.MacroLibrary;
namespace XericLibrary.Runtime.Blueprint
{
/// <summary>
/// 蓝图画布渲染工具的抽象基类。
/// <para>
/// 职责:
/// 1. 管理 Viewport Transform — 平移/缩放改为驱动 Transform,不触发 Mesh 重建。
/// 2. 管理网格区块(Chunk)— 按画布坐标分块,每块一个渲染器,避开 65535 顶点限制。
/// 3. 数据分组 — 脏元素的坐标 ÷ chunkSize → Spiral2DEncode → 按 Chunk 写入渲染器。
/// </para>
/// <para>
/// 派生类只需实现三个抽象方法:
/// <list type="bullet">
/// <item><see cref="BuildChunkRenderer"/> — 在 Chunk GameObject 上创建渲染器组件</item>
/// <item><see cref="AppendElementData"/> — 把元素数据写入该 Chunk 的渲染器</item>
/// <item><see cref="ClearChunk"/> — 清空 Chunk 渲染器,准备下一帧重写</item>
/// </list>
/// </para>
/// </summary>
/// <typeparam name="TChildRenderer">Chunk 使用的渲染器组件类型</typeparam>
public abstract class BlueprintCanvasRenderTool<TChildRenderer> : BlueprintTool
where TChildRenderer : MonoBehaviour
{
// ====================================================================
// 配置
// ====================================================================
/// <summary>网格区块大小(画布空间单位)。一个 Chunk 覆盖 chunkSize × chunkSize 区域。</summary>
protected int ChunkSize = 400;
/// <summary>Chunk 池的最大缓存数量</summary>
protected int MaxPoolSize = 100;
// ====================================================================
// Chunk 数据
// ====================================================================
/// <summary>活跃区块:Spiral2DEncode ID → 渲染器实例</summary>
protected Dictionary<ulong, TChildRenderer> ActiveChunks = new();
/// <summary>缓存池,减少创建/销毁</summary>
protected Stack<TChildRenderer> ChunkPool = new();
/// <summary>Chunk 的父级 Transform(通常在 Viewport 下)</summary>
protected Transform ChunksParent;
// ====================================================================
// Viewport 状态
// ====================================================================
/// <summary>当前同步到的 Viewport Transform</summary>
protected RectTransform ViewportRect;
private Vector2 _prevPan;
private float _prevZoom;
// ====================================================================
// 抽象方法(派生类实现)
// ====================================================================
/// <summary>在 Chunk GameObject 上创建渲染器组件并返回。</summary>
protected abstract TChildRenderer BuildChunkRenderer(GameObject chunkGo);
/// <summary>将元素数据写入指定 Chunk 的渲染器。</summary>
protected abstract void AppendElementData(TChildRenderer renderer, IBlueprintElement element);
/// <summary>清空 Chunk 渲染器的数据,准备下一帧重写。</summary>
protected abstract void ClearChunkData(TChildRenderer renderer);
/// <summary>触发 Chunk 渲染器的脏标记,使其重建 Mesh。</summary>
protected abstract void SetChunkDirty(TChildRenderer renderer);
/// <summary>获取元素用于 Chunk 分组的坐标(通常是 Position 或中心点)。</summary>
protected abstract Vector2 GetElementPosition(IBlueprintElement element);
/// <summary>检查元素是否需要被剔除(例如不在视口内)。</summary>
protected abstract bool IsElementCulled(IBlueprintElement element);
// ====================================================================
// 生命周期
// ====================================================================
public override void OnInitialize()
{
EnsureViewport();
}
public override void OnRender()
{
if (Graph?.Canvas == null) return;
// 1. 确保层级存在
EnsureViewport();
// 2. 同步 Viewport Transform(O(1),不重建 Mesh)
SyncViewportTransform();
// 3. 检查是否有脏元素
if (Graph.DirtyFlags == null || !Graph.DirtyFlags.HasDirty)
return;
// 4. 收集并分组脏元素
var groups = GroupDirtyElements();
if (groups.Count == 0) return;
// 5. 写入 Chunk 渲染器
foreach (var kvp in groups)
{
var renderer = GetOrCreateChunk(kvp.Key);
if (renderer == null) continue;
ClearChunkData(renderer);
foreach (var element in kvp.Value)
AppendElementData(renderer, element);
SetChunkDirty(renderer);
}
// 6. 清理空 Chunk
CleanupInactiveChunks(groups.Keys);
}
public override void OnDestroy()
{
DestroyAllChunks();
ViewportRect = null;
ChunksParent = null;
}
// ====================================================================
// Viewport
// ====================================================================
/// <summary>获取或创建 Viewport Transform。</summary>
protected virtual void EnsureViewport()
{
if (ViewportRect != null) return;
if (Graph?.Canvas == null) return;
var root = Graph.Canvas.GetRootTransform();
if (root == null) return;
// 查找已有的 __Bp_Viewport
var existing = root.Find("__Bp_Viewport");
if (existing != null)
{
ViewportRect = existing.GetComponent<RectTransform>();
ChunksParent = existing;
return;
}
// 创建 Viewport
var vpGo = new GameObject("__Bp_Viewport", typeof(RectTransform));
vpGo.hideFlags = HideFlags.HideAndDontSave;
vpGo.transform.SetParent(root, false);
vpGo.transform.SetAsFirstSibling(); // 在 GridBackground 之下
ViewportRect = vpGo.GetComponent<RectTransform>();
ViewportRect.anchorMin = Vector2.zero;
ViewportRect.anchorMax = Vector2.one;
ViewportRect.offsetMin = Vector2.zero;
ViewportRect.offsetMax = Vector2.zero;
ChunksParent = ViewportRect;
// 记录初始状态
_prevPan = Graph.Canvas.PanOffset;
_prevZoom = Graph.Canvas.ZoomLevel;
ViewportRect.anchoredPosition = -_prevPan;
ViewportRect.localScale = Vector3.one * _prevZoom;
}
/// <summary>将画布的 Pan/Zoom 同步到 Viewport Transform。</summary>
protected virtual void SyncViewportTransform()
{
if (ViewportRect == null) return;
var pan = Graph.Canvas.PanOffset;
var zoom = Graph.Canvas.ZoomLevel;
if (_prevPan != pan)
{
ViewportRect.anchoredPosition = -pan;
_prevPan = pan;
}
if (!Mathf.Approximately(_prevZoom, zoom))
{
ViewportRect.localScale = Vector3.one * zoom;
_prevZoom = zoom;
}
}
// ====================================================================
// Chunk 管理
// ====================================================================
/// <summary>将画布空间坐标转为 Chunk 坐标。</summary>
protected (int cx, int cy) PositionToCoord(Vector2 canvasPos)
{
return (
Mathf.FloorToInt(canvasPos.x / ChunkSize),
Mathf.FloorToInt(canvasPos.y / ChunkSize)
);
}
/// <summary>Chunk 坐标 → 螺旋曲线 ID。</summary>
protected ulong CoordToID(int cx, int cy)
{
return MacroCurveMapping.Spiral2DEncode(cx, cy);
}
/// <summary>螺旋曲线 ID → Chunk 坐标。</summary>
protected void IDToCoord(ulong id, out int cx, out int cy)
{
MacroCurveMapping.Spiral2DDecode(id, out cx, out cy);
}
/// <summary>获取或创建坐标对应的 Chunk 渲染器。</summary>
protected TChildRenderer GetOrCreateChunk(ulong chunkID)
{
if (ActiveChunks.TryGetValue(chunkID, out var renderer) && renderer != null)
return renderer;
IDToCoord(chunkID, out int cx, out int cy);
GameObject go;
// 从池中取或新建
if (ChunkPool.Count > 0)
{
go = ChunkPool.Pop().gameObject;
go.SetActive(true);
}
else
{
go = new GameObject($"Chunk_{cx}_{cy}", typeof(RectTransform));
go.hideFlags = HideFlags.HideAndDontSave;
go.transform.SetParent(ChunksParent, false);
}
// 定位 Chunk
var rt = go.GetComponent<RectTransform>();
rt.pivot = Vector2.zero; // 左下角为原点
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.zero; // 不拉伸,绝对定位
rt.anchoredPosition = new Vector2(cx * ChunkSize, cy * ChunkSize);
rt.sizeDelta = new Vector2(ChunkSize, ChunkSize);
// 获取或创建渲染器
renderer = go.GetComponent<TChildRenderer>();
if (renderer == null)
renderer = BuildChunkRenderer(go);
ActiveChunks[chunkID] = renderer;
return renderer;
}
/// <summary>收集脏元素并按 Chunk 分组。</summary>
protected virtual Dictionary<ulong, List<IBlueprintElement>> GroupDirtyElements()
{
var groups = new Dictionary<ulong, List<IBlueprintElement>>();
var dirtyList = Graph.DirtyFlags.FlushDirty();
foreach (var element in dirtyList)
{
if (element == null) continue;
// 剔除
if (IsElementCulled(element)) continue;
var pos = GetElementPosition(element);
var (cx, cy) = PositionToCoord(pos);
ulong id = CoordToID(cx, cy);
if (!groups.TryGetValue(id, out var list))
{
list = new List<IBlueprintElement>();
groups[id] = list;
}
list.Add(element);
}
return groups;
}
/// <summary>清理不再包含脏元素的 Chunk。</summary>
protected virtual void CleanupInactiveChunks(Dictionary<ulong, List<IBlueprintElement>>.KeyCollection activeIDs)
{
var toRemove = new List<ulong>();
foreach (var kvp in ActiveChunks)
{
if (!System.Linq.Enumerable.Contains(activeIDs, kvp.Key))
toRemove.Add(kvp.Key);
}
foreach (var id in toRemove)
{
if (!ActiveChunks.TryGetValue(id, out var renderer) || renderer == null)
continue;
// 入池或销毁
if (ChunkPool.Count < MaxPoolSize)
{
renderer.gameObject.SetActive(false);
ChunkPool.Push(renderer);
}
else
{
UnityEngine.Object.Destroy(renderer.gameObject);
}
ActiveChunks.Remove(id);
}
}
/// <summary>销毁所有 Chunk。</summary>
protected virtual void DestroyAllChunks()
{
foreach (var kvp in ActiveChunks)
{
if (kvp.Value != null)
UnityEngine.Object.Destroy(kvp.Value.gameObject);
}
ActiveChunks.Clear();
while (ChunkPool.Count > 0)
{
var pooled = ChunkPool.Pop();
if (pooled != null)
UnityEngine.Object.Destroy(pooled.gameObject);
}
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b98af5cb1bdbbcf4d8b60e620f6b2fdb
guid: 4938c1e0b3dda58429017cf4e45f1d5b
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -16,10 +16,7 @@ namespace XericLibrary.Runtime.Blueprint.Render
public class QuickGraphNodeRenderConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickUGUIGraphNodeRenderTool); }
}
public override System.Type TargetToolType => typeof(NodeCanvasRenderTool);
[Header("尺寸")]
[Tooltip("节点宽度(像素)")]
@@ -17,10 +17,7 @@ namespace XericLibrary.Runtime.Blueprint.Render
public class QuickGraphWireRenderConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickUGUIGraphWireRenderTool); }
}
public override System.Type TargetToolType => typeof(WireCanvasRenderTool);
[Header("连线")]
[Tooltip("连线宽度(像素)")]
@@ -1,275 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 层容器条目 —— 一层中挂载的所有渲染组件
/// </summary>
public sealed class LayerContainerEntry
{
/// <summary>容器根 GameObject,锚点撑满蓝图</summary>
public GameObject Container;
/// <summary>图元渲染器(节点矩形)</summary>
public BlueprintPrimitiveRenderer PrimitiveRenderer;
/// <summary>曲线渲染器(连线)</summary>
public BlueprintCurveRenderer CurveRenderer;
/// <summary>节点 → TMP Text 映射(挂在此容器下)</summary>
public Dictionary<BlueprintNode, TMPro.TMP_Text> NodeTexts
= new Dictionary<BlueprintNode, TMPro.TMP_Text>();
}
/// <summary>
/// 共享层容器管理器 —— 管理桶排序中每一层的容器 GameObject。
/// 一层一个容器,内部按 sibling 顺序挂载:
/// 1. Image 背景(由 GridBackgroundTool 处理,挂 root 下)
/// 2. __Curve(连线)
/// 3. __Primitive(节点矩形)
/// 4. TMP Text(节点文字)
/// 各渲染工具通过此管理器共享同一组层容器。
///
/// 所有创建的 GameObject 默认 HideFlags.HideAndDontSave,
/// 避免在编辑器→运行/运行→编辑器切换时残留场景。
/// 调试时可通过 GraphTheoryBlueprintComponent._showDebugObjects 强制显示。
/// </summary>
public class LayerContainerManager
{
/// <summary>所有蓝图实例共享的层管理器(蓝图实例 → 层管理器)</summary>
private static Dictionary<BlueprintGraph, LayerContainerManager> s_Instances
= new Dictionary<BlueprintGraph, LayerContainerManager>();
/// <summary>获取或创建指定蓝图实例的层容器管理器</summary>
public static LayerContainerManager GetForGraph(BlueprintGraph graph, Transform renderRoot)
{
if (s_Instances.TryGetValue(graph, out var mgr) && mgr != null)
return mgr;
mgr = new LayerContainerManager(renderRoot);
s_Instances[graph] = mgr;
return mgr;
}
/// <summary>释放蓝图实例的层容器</summary>
public static void ReleaseForGraph(BlueprintGraph graph)
{
if (s_Instances.TryGetValue(graph, out var mgr))
{
mgr.DestroyAll();
s_Instances.Remove(graph);
}
}
private readonly Transform _renderRoot;
private readonly Dictionary<int, LayerContainerEntry> _layers
= new Dictionary<int, LayerContainerEntry>();
private LayerContainerManager(Transform renderRoot)
{
_renderRoot = renderRoot;
}
/// <summary>
/// 获取指定层级的容器条目。不存在则创建。
/// </summary>
public LayerContainerEntry GetOrCreateLayer(int layer)
{
if (_layers.TryGetValue(layer, out var entry) && entry != null)
return entry;
// --- 创建容器 ---
var container = new GameObject($"__BpLayer_{layer:D2}", typeof(RectTransform));
container.hideFlags = HideFlags.HideAndDontSave;
container.transform.SetParent(_renderRoot, false);
var ctRt = container.GetComponent<RectTransform>();
ctRt.anchorMin = Vector2.zero;
ctRt.anchorMax = Vector2.one;
ctRt.offsetMin = Vector2.zero;
ctRt.offsetMax = Vector2.zero;
entry = new LayerContainerEntry { Container = container };
// --- 创建连线渲染器(底层) ---
var curveGo = new GameObject("__Curve", typeof(RectTransform));
curveGo.hideFlags = HideFlags.HideAndDontSave;
curveGo.transform.SetParent(container.transform, false);
var crRt = curveGo.GetComponent<RectTransform>();
crRt.anchorMin = Vector2.zero;
crRt.anchorMax = Vector2.one;
crRt.offsetMin = Vector2.zero;
crRt.offsetMax = Vector2.zero;
entry.CurveRenderer = curveGo.AddComponent<BlueprintCurveRenderer>();
// --- 创建图元渲染器(中层) ---
var primGo = new GameObject("__Primitive", typeof(RectTransform));
primGo.hideFlags = HideFlags.HideAndDontSave;
primGo.transform.SetParent(container.transform, false);
var prRt = primGo.GetComponent<RectTransform>();
prRt.anchorMin = Vector2.zero;
prRt.anchorMax = Vector2.one;
prRt.offsetMin = Vector2.zero;
prRt.offsetMax = Vector2.zero;
entry.PrimitiveRenderer = primGo.AddComponent<BlueprintPrimitiveRenderer>();
_layers[layer] = entry;
ReorderAllContainers();
return entry;
}
/// <summary>
/// 尝试获取已存在的层容器(不创建)
/// </summary>
public LayerContainerEntry TryGetLayer(int layer)
{
_layers.TryGetValue(layer, out var entry);
return entry;
}
/// <summary>
/// 获取或创建节点文本(挂到指定层容器下)
/// </summary>
public TMPro.TMP_Text GetOrCreateNodeText(BlueprintNode node, int layer)
{
var entry = GetOrCreateLayer(layer);
if (entry.NodeTexts.TryGetValue(node, out var text) && text != null)
return text;
var textGo = new GameObject($"__Text_{node.ElementId}", typeof(RectTransform));
textGo.hideFlags = HideFlags.HideAndDontSave;
textGo.transform.SetParent(entry.Container.transform, false);
var tmp = textGo.AddComponent<TMPro.TextMeshProUGUI>();
tmp.alignment = TMPro.TextAlignmentOptions.Center;
tmp.fontSize = 12;
tmp.enableAutoSizing = false;
var rt = tmp.rectTransform;
rt.pivot = new Vector2(0.5f, 0.5f);
rt.anchorMin = new Vector2(0.5f, 0.5f);
rt.anchorMax = new Vector2(0.5f, 0.5f);
// 放到该层最末尾(覆盖矩形之上)
tmp.rectTransform.SetAsLastSibling();
entry.NodeTexts[node] = tmp;
return tmp;
}
/// <summary>
/// 尝试获取已存在的节点文本对象,不存在则返回 null。
/// </summary>
public TMPro.TMP_Text TryGetNodeText(BlueprintNode node, int layer)
{
if (!_layers.TryGetValue(layer, out var entry) || entry == null) return null;
entry.NodeTexts.TryGetValue(node, out var text);
return text;
}
/// <summary>
/// 清除指定层容器的所有渲染内容(不清除容器结构)
/// </summary>
public void ClearLayer(int layer)
{
if (!_layers.TryGetValue(layer, out var entry) || entry == null) return;
entry.PrimitiveRenderer?.ClearAll();
entry.CurveRenderer?.ClearAll();
foreach (var kvp in entry.NodeTexts)
{
if (kvp.Value != null)
kvp.Value.gameObject.SetActive(false);
}
}
/// <summary>
/// 清理指定层中已不存在的节点的文本对象
/// </summary>
public void PruneDeadTexts(int layer, HashSet<BlueprintNode> aliveNodes)
{
if (!_layers.TryGetValue(layer, out var entry) || entry == null) return;
var dead = new List<BlueprintNode>();
foreach (var kvp in entry.NodeTexts)
{
if (!aliveNodes.Contains(kvp.Key))
dead.Add(kvp.Key);
}
foreach (var node in dead)
{
if (entry.NodeTexts.TryGetValue(node, out var text) && text != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
Object.DestroyImmediate(text.gameObject);
else
#endif
Object.Destroy(text.gameObject);
}
entry.NodeTexts.Remove(node);
}
}
/// <summary>
/// 移除超出活跃范围的所有层容器
/// </summary>
public void PruneLayersAbove(int highestActiveLayer)
{
var toRemove = new List<int>();
foreach (var kvp in _layers)
{
if (kvp.Key > highestActiveLayer)
toRemove.Add(kvp.Key);
}
foreach (int layer in toRemove)
{
if (_layers.TryGetValue(layer, out var entry) && entry != null)
{
if (entry.Container != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
Object.DestroyImmediate(entry.Container);
else
#endif
Object.Destroy(entry.Container);
}
}
_layers.Remove(layer);
}
}
/// <summary>
/// 销毁所有层容器
/// </summary>
public void DestroyAll()
{
foreach (var kvp in _layers)
{
if (kvp.Value?.Container != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
Object.DestroyImmediate(kvp.Value.Container);
else
#endif
Object.Destroy(kvp.Value.Container);
}
}
_layers.Clear();
}
private void ReorderAllContainers()
{
var sorted = new List<KeyValuePair<int, LayerContainerEntry>>(_layers);
sorted.Sort((a, b) => a.Key.CompareTo(b.Key));
foreach (var kvp in sorted)
kvp.Value.Container.transform.SetAsLastSibling();
}
}
}
@@ -0,0 +1,278 @@
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using XericLibrary.Runtime.UIGraph;
using PrimitiveType = XericLibrary.Runtime.UIGraph.PrimitiveType;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 节点渲染工具 — 按网格区块管理 BlueprintPrimitiveRenderer,支持 Viewport Transform。
/// <para>每个 Chunk 一个 PrimitiveRenderer + 每个节点一个 TMP Text(挂在该 Chunk 下)。</para>
/// LOD 逻辑保留自 QuickUGUIGraphNodeRenderTool。
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 100)]
[BlueprintTheme("QuickGraph")]
public class NodeCanvasRenderTool : BlueprintCanvasRenderTool<BlueprintPrimitiveRenderer>
{
private enum LodLevel { Minimal, Simplified, Full }
private QuickGraphNodeRenderConfig _defaultConfig;
private QuickGraphNodeRenderConfig Config
{
get
{
if (ToolConfig is QuickGraphNodeRenderConfig external) return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphNodeRenderConfig>();
return _defaultConfig;
}
}
// TMP 文本:节点 → (ChunkID, Text 组件)
private Dictionary<string, (ulong chunkID, TMP_Text text)> _nodeTexts
= new Dictionary<string, (ulong, TMP_Text)>();
// ====================================================================
// 抽象实现
// ====================================================================
protected override BlueprintPrimitiveRenderer BuildChunkRenderer(GameObject chunkGo)
{
return chunkGo.AddComponent<BlueprintPrimitiveRenderer>();
}
protected override void AppendElementData(BlueprintPrimitiveRenderer renderer, IBlueprintElement element)
{
if (!(element is BlueprintNode node)) return;
var cfg = Config;
float zoom = Graph.Canvas.ZoomLevel;
LodLevel lod = GetLodLevel();
// 端口位置始终用原始尺寸计算
CalculatePortPositions(node, cfg.NodeWidth, cfg.NodeHeight);
// 节点尺寸和位置(画布空间,不转换,由 Viewport Transform 统一变换)
float nw = cfg.NodeWidth;
float nh = cfg.NodeHeight;
float border = (lod == LodLevel.Minimal) ? 0f : cfg.BorderThickness;
Vector2 pos = node.Position;
Color bgColor, borderColor;
if (lod == LodLevel.Minimal)
{
bgColor = node.NodeColor;
borderColor = node.NodeColor;
}
else
{
bgColor = node.NodeBGColor;
borderColor = node.NodeColor;
}
var primEntry = new PrimitiveCacheEntry
{
type = PrimitiveType.Rectangle,
sizeMode = SizeMode.InscribedEllipse,
center = pos,
size = new Vector2(nw, nh),
angle = 0f,
@params = new PrimitiveParams
{
axisScaleX = 1f,
axisScaleY = 1f,
sideCount = 4,
chamferSize = cfg.ChamferSize,
chamferSegments = cfg.ChamferSegments,
bgColor = new Color32(0, 0, 0, 0),
centerColor = bgColor,
borderColor = borderColor,
borderThickness = border,
}
};
renderer.AddPrimitive(primEntry);
// LOD Full 时显示文本
if (lod == LodLevel.Full)
UpdateNodeText(node, pos, nw, nh, border, cfg);
else
HideNodeText(node);
}
protected override void ClearChunkData(BlueprintPrimitiveRenderer renderer)
{
renderer.ClearAll();
}
protected override void SetChunkDirty(BlueprintPrimitiveRenderer renderer)
{
renderer.SetPrimitiveDirty(0);
}
protected override Vector2 GetElementPosition(IBlueprintElement element)
{
return element is BlueprintNode node ? node.Position : Vector2.zero;
}
protected override bool IsElementCulled(IBlueprintElement element)
{
if (!(element is BlueprintNode node)) return true;
var viewport = Graph?.Canvas?.GetViewportRect() ?? new Rect();
float margin = Config.NodeWidth + Config.NodeHeight;
viewport.xMin -= margin;
viewport.xMax += margin;
viewport.yMin -= margin;
viewport.yMax += margin;
return !viewport.Contains(node.Position);
}
// ====================================================================
// LOD
// ====================================================================
private LodLevel GetLodLevel()
{
var cfg = Config;
float min = Graph.Canvas.MinZoom;
float max = Graph.Canvas.MaxZoom;
float range = max - min;
float normalized = range > 0.001f ? (Graph.Canvas.ZoomLevel - min) / range : 1f;
if (normalized < cfg.Lod0Threshold) return LodLevel.Minimal;
if (normalized < cfg.Lod1Threshold) return LodLevel.Simplified;
return LodLevel.Full;
}
// ====================================================================
// 端口位置(和旧渲染工具一致)
// ====================================================================
private static void CalculatePortPositions(BlueprintNode node, float nw, float nh)
{
int inCount = node.InputPorts.Count;
int outCount = node.OutputPorts.Count;
for (int i = 0; i < inCount; i++)
{
float y = nh * (0.5f - (float)(i + 1) / (inCount + 1));
node.InputPorts[i].RelativePosition = new Vector2(-nw * 0.5f, y);
}
for (int i = 0; i < outCount; i++)
{
float y = nh * (0.5f - (float)(i + 1) / (outCount + 1));
node.OutputPorts[i].RelativePosition = new Vector2(nw * 0.5f, y);
}
}
// ====================================================================
// TMP 文本 — 挂到节点所属的 Chunk 下
// ====================================================================
private void UpdateNodeText(BlueprintNode node, Vector2 pos, float nw, float nh,
float border, QuickGraphNodeRenderConfig cfg)
{
var (cx, cy) = PositionToCoord(pos);
ulong chunkID = CoordToID(cx, cy);
if (_nodeTexts.TryGetValue(node.ElementId, out var existing))
{
// 节点已换 Chunk → 清理旧文本
if (existing.chunkID != chunkID)
{
Object.Destroy(existing.text.gameObject);
_nodeTexts.Remove(node.ElementId);
}
else
{
// 复用现有文本
var tmp = existing.text;
tmp.text = node.NodeTitle;
tmp.color = node.NodeTextColor;
tmp.fontSize = cfg.TitleFontSize;
if (cfg.TitleFont != null) tmp.font = cfg.TitleFont;
var rt = tmp.rectTransform;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.zero;
rt.anchoredPosition = new Vector2(pos.x - cx * ChunkSize, pos.y - cy * ChunkSize);
rt.sizeDelta = new Vector2(nw - border * 2f, nh - border * 2f);
rt.SetAsLastSibling();
tmp.gameObject.SetActive(true);
return;
}
}
// 创建新文本
var chunkGo = GetOrCreateChunk(chunkID).gameObject;
var textGo = new GameObject($"__Text_{node.ElementId}", typeof(RectTransform));
textGo.hideFlags = HideFlags.HideAndDontSave;
textGo.transform.SetParent(chunkGo.transform, false);
var tmp2 = textGo.AddComponent<TextMeshProUGUI>();
tmp2.alignment = TextAlignmentOptions.Center;
tmp2.fontSize = cfg.TitleFontSize;
tmp2.enableAutoSizing = false;
tmp2.text = node.NodeTitle;
tmp2.color = node.NodeTextColor;
if (cfg.TitleFont != null) tmp2.font = cfg.TitleFont;
var rt2 = tmp2.rectTransform;
rt2.pivot = new Vector2(0.5f, 0.5f);
rt2.anchorMin = Vector2.zero; // 相对 Chunk 左下角
rt2.anchorMax = Vector2.zero;
// Chunk 原点 = 左下角(cx*size, cy*size),文本相对 Chunk 原点偏移
rt2.anchoredPosition = new Vector2(pos.x - cx * ChunkSize, pos.y - cy * ChunkSize);
rt2.sizeDelta = new Vector2(nw - border * 2f, nh - border * 2f);
rt2.SetAsLastSibling();
_nodeTexts[node.ElementId] = (chunkID, tmp2);
}
private void HideNodeText(BlueprintNode node)
{
if (_nodeTexts.TryGetValue(node.ElementId, out var existing))
{
existing.text.gameObject.SetActive(false);
}
}
// ====================================================================
// 清理(重写基类,额外清理 TMP 文本)
// ====================================================================
protected override void CleanupInactiveChunks(
Dictionary<ulong, List<IBlueprintElement>>.KeyCollection activeIDs)
{
// 清理空 Chunk 中的文本
var deadNodes = new List<string>();
foreach (var kvp in _nodeTexts)
{
ulong chunkID = kvp.Value.chunkID;
if (!System.Linq.Enumerable.Contains(activeIDs, chunkID))
deadNodes.Add(kvp.Key);
}
foreach (var id in deadNodes)
{
if (_nodeTexts.TryGetValue(id, out var entry))
{
Object.Destroy(entry.text.gameObject);
_nodeTexts.Remove(id);
}
}
base.CleanupInactiveChunks(activeIDs);
}
protected override void DestroyAllChunks()
{
foreach (var kvp in _nodeTexts)
{
if (kvp.Value.text != null)
Object.Destroy(kvp.Value.text.gameObject);
}
_nodeTexts.Clear();
base.DestroyAllChunks();
}
}
}
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 159fb4400ff6e5e4b859ddfd37f60a6c
guid: 86aab959d7a9d7845b904f91e4533ba1
MonoImporter:
externalObjects: {}
serializedVersion: 2
@@ -1,249 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using XericLibrary.Runtime.UIGraph;
using PrimitiveType = XericLibrary.Runtime.UIGraph.PrimitiveType;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 快速 UGUI 图论节点样式渲染工具。
/// 通过共享的 LayerContainerManager 管理每层容器,
/// 计算端口相对位置并更新 TMP 文本显示。
/// 可调参数由 QuickGraphNodeRenderConfig 配置资产提供,
/// 拖入蓝图组件即可覆盖默认值。
///
/// <para>LOD 模式(由 zoom 决定):
/// - LOD 0:节点纯色填充(bg=borderColor),无边框无文本
/// - LOD 1:正常节点+边框,无文本
/// - LOD 2:完整渲染(含文本)
/// </para>
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 100)]
[BlueprintTheme("QuickGraph")]
public class QuickUGUIGraphNodeRenderTool : BlueprintTool
{
private enum LodLevel { Minimal, Simplified, Full }
// --- 默认配置(代码内建,ScriptableObject.CreateInstance 创建) ---
private QuickGraphNodeRenderConfig _defaultConfig;
// --- 当前生效的配置 ---
public QuickGraphNodeRenderConfig Config
{
get
{
if (ToolConfig is QuickGraphNodeRenderConfig external)
return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphNodeRenderConfig>();
return _defaultConfig;
}
}
private Transform _renderRoot;
private LayerContainerManager _layerMgr;
public override void OnRender()
{
if (Graph == null) return;
EnsureRenderRoot();
if (_renderRoot == null) return;
var buckets = Graph.RenderLayers;
if (buckets == null) return;
_layerMgr = LayerContainerManager.GetForGraph(Graph, _renderRoot);
var cfg = Config;
// 视口裁剪:只渲染画布可见范围内的节点
var viewport = Graph.Canvas.GetViewportRect();
float margin = cfg.NodeWidth + cfg.NodeHeight; // 扩展一点避免边缘抖动
viewport.xMin -= margin;
viewport.xMax += margin;
viewport.yMin -= margin;
viewport.yMax += margin;
int bucketCount = buckets.BucketCount;
var layerNodes = new List<BlueprintNode>[bucketCount];
for (int i = 0; i < bucketCount; i++)
layerNodes[i] = new List<BlueprintNode>();
foreach (var node in Graph.Nodes)
{
int layer = node.RenderLayer;
if (layer < 0 || layer >= bucketCount) continue;
// 视口裁剪过滤
if (!viewport.Contains(node.Position)) continue;
layerNodes[layer].Add(node);
}
int highestActiveLayer = -1;
for (int i = 0; i < bucketCount; i++)
{
if (layerNodes[i].Count > 0)
{
highestActiveLayer = i;
var entry = _layerMgr.GetOrCreateLayer(i);
RenderLayerNodes(entry, layerNodes[i], i, cfg);
}
else
{
var entry = _layerMgr.TryGetLayer(i);
entry?.PrimitiveRenderer?.ClearAll();
// 空层也要回收残留的 TMP 文本(被视口裁剪掉的节点)
_layerMgr.PruneDeadTexts(i, new HashSet<BlueprintNode>());
}
}
_layerMgr.PruneLayersAbove(highestActiveLayer);
}
/// <summary>
/// 根据归一化缩放值计算 LOD 等级。
/// normalizedZoom = (zoom - MinZoom) / (MaxZoom - MinZoom),将 zoom 映射到 [0, 1]。
/// </summary>
private LodLevel GetLodLevel(QuickGraphNodeRenderConfig cfg)
{
float min = Graph.Canvas.MinZoom;
float max = Graph.Canvas.MaxZoom;
float range = max - min;
float normalized = range > 0.001f ? (Graph.Canvas.ZoomLevel - min) / range : 1f;
if (normalized < cfg.Lod0Threshold) return LodLevel.Minimal;
if (normalized < cfg.Lod1Threshold) return LodLevel.Simplified;
return LodLevel.Full;
}
private void RenderLayerNodes(LayerContainerEntry entry, List<BlueprintNode> nodes, int layer,
QuickGraphNodeRenderConfig cfg)
{
if (entry.PrimitiveRenderer != null)
entry.PrimitiveRenderer.ClearAll();
var aliveNodes = new HashSet<BlueprintNode>(nodes);
float zoom = Graph.Canvas.ZoomLevel;
LodLevel lod = GetLodLevel(cfg);
float nw = cfg.NodeWidth * zoom;
float nh = cfg.NodeHeight * zoom;
float border = (lod == LodLevel.Minimal) ? 0f : cfg.BorderThickness * zoom;
foreach (var node in nodes)
{
node.NodeSize = new Vector2(nw, nh);
// 端口始终用未缩放尺寸计算(连线系统的坐标基准)
CalculatePortPositions(node, cfg.NodeWidth, cfg.NodeHeight);
var localPos = Graph.Canvas.CanvasToLocal(node.Position);
Color bgColor, borderColor;
if (lod == LodLevel.Minimal)
{
// LOD 0:纯色块,bg = 边框色, 无边框
bgColor = node.NodeColor;
borderColor = node.NodeColor;
}
else
{
bgColor = node.NodeBGColor;
borderColor = node.NodeColor;
}
var primEntry = new PrimitiveCacheEntry
{
type = PrimitiveType.Rectangle,
sizeMode = SizeMode.InscribedEllipse,
center = localPos,
size = new Vector2(nw, nh),
angle = 0f,
@params = new PrimitiveParams
{
axisScaleX = 1f,
axisScaleY = 1f,
sideCount = 4,
chamferSize = cfg.ChamferSize,
chamferSegments = cfg.ChamferSegments,
bgColor = new Color32(0,0,0,0),
centerColor = bgColor,
borderColor = borderColor,
borderThickness = border,
}
};
entry.PrimitiveRenderer.AddPrimitive(primEntry);
// LOD >= Full 时才显示节点文本
if (lod == LodLevel.Full)
UpdateNodeText(node, layer, nw, nh, border, cfg);
else
HideNodeText(node, layer);
}
entry.PrimitiveRenderer.SetPrimitiveDirty(0);
_layerMgr.PruneDeadTexts(layer, aliveNodes);
}
private static void CalculatePortPositions(BlueprintNode node, float nw, float nh)
{
int inCount = node.InputPorts.Count;
int outCount = node.OutputPorts.Count;
for (int i = 0; i < inCount; i++)
{
float y = nh * (0.5f - (float)(i + 1) / (inCount + 1));
node.InputPorts[i].RelativePosition = new Vector2(-nw * 0.5f, y);
}
for (int i = 0; i < outCount; i++)
{
float y = nh * (0.5f - (float)(i + 1) / (outCount + 1));
node.OutputPorts[i].RelativePosition = new Vector2(nw * 0.5f, y);
}
}
private void UpdateNodeText(BlueprintNode node, int layer, float nw, float nh, float border,
QuickGraphNodeRenderConfig cfg)
{
var tmp = _layerMgr.GetOrCreateNodeText(node, layer);
float zoom = Graph.Canvas.ZoomLevel;
tmp.text = node.NodeTitle;
tmp.color = node.NodeTextColor;
tmp.fontSize = cfg.TitleFontSize * Mathf.Max(zoom, 0.5f);
if (cfg.TitleFont != null)
tmp.font = cfg.TitleFont;
var rt = tmp.rectTransform;
rt.anchoredPosition = Graph.Canvas.CanvasToLocal(node.Position);
rt.sizeDelta = new Vector2(nw - border * 2f, nh - border * 2f);
rt.SetAsLastSibling();
tmp.gameObject.SetActive(true);
}
/// <summary>隐藏节点的 TMP 文本(不销毁,复用)。</summary>
private void HideNodeText(BlueprintNode node, int layer)
{
var tmp = _layerMgr.TryGetNodeText(node, layer);
if (tmp != null)
tmp.gameObject.SetActive(false);
}
private void EnsureRenderRoot()
{
if (_renderRoot != null) return;
if (Graph.Canvas == null) return;
_renderRoot = Graph.Canvas.GetRootTransform();
}
public override void OnDestroy()
{
if (Graph != null)
LayerContainerManager.ReleaseForGraph(Graph);
_layerMgr = null;
_renderRoot = null;
}
}
}
@@ -1,181 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.UIGraph;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 快速 UGUI 图论连线渲染工具。
/// 通过共享的 LayerContainerManager 使用与节点相同的层容器,
/// 连线绘制在两端节点所在层的较低层中(不遮挡节点)。
/// 可调参数由 QuickGraphWireRenderConfig 配置资产提供。
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 110)]
[BlueprintTheme("QuickGraph")]
public class QuickUGUIGraphWireRenderTool : BlueprintTool
{
private QuickGraphWireRenderConfig _defaultConfig;
private QuickGraphWireRenderConfig Config
{
get
{
if (ToolConfig is QuickGraphWireRenderConfig external)
return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphWireRenderConfig>();
return _defaultConfig;
}
}
private Transform _renderRoot;
private LayerContainerManager _layerMgr;
public override void OnRender()
{
if (Graph == null) return;
EnsureRenderRoot();
if (_renderRoot == null) return;
var buckets = Graph.RenderLayers;
if (buckets == null) return;
_layerMgr = LayerContainerManager.GetForGraph(Graph, _renderRoot);
var cfg = Config;
int bucketCount = buckets.BucketCount;
// 视口裁剪
var viewport = Graph.Canvas.GetViewportRect();
float margin = cfg.WireWidth * 20f;
viewport.xMin -= margin;
viewport.xMax += margin;
viewport.yMin -= margin;
viewport.yMax += margin;
var layerWires = new List<BlueprintWire>[bucketCount];
for (int i = 0; i < bucketCount; i++)
layerWires[i] = new List<BlueprintWire>();
foreach (var wire in Graph.Wires)
{
int srcLayer = wire.SourcePort?.OwnerNode?.RenderLayer ?? 0;
int tgtLayer = wire.TargetPort?.OwnerNode?.RenderLayer ?? 0;
int wireLayer = Mathf.Min(srcLayer, tgtLayer);
if (wireLayer < 0 || wireLayer >= bucketCount) wireLayer = 0;
// 两端都不在视口内则跳过
if (wire.SourcePort?.OwnerNode != null && wire.TargetPort?.OwnerNode != null)
{
if (!viewport.Contains(wire.SourcePort.OwnerNode.Position) &&
!viewport.Contains(wire.TargetPort.OwnerNode.Position))
continue;
}
layerWires[wireLayer].Add(wire);
}
for (int i = 0; i < bucketCount; i++)
{
if (layerWires[i].Count > 0)
{
var entry = _layerMgr.GetOrCreateLayer(i);
RenderLayerWires(entry, layerWires[i], cfg, Graph.Canvas);
}
else
{
var entry = _layerMgr.TryGetLayer(i);
entry?.CurveRenderer?.ClearAll();
}
}
}
private static void RenderLayerWires(LayerContainerEntry entry, List<BlueprintWire> wires,
QuickGraphWireRenderConfig cfg, IBlueprintCanvas canvas)
{
entry.CurveRenderer.ClearAll();
float zoom = canvas.ZoomLevel;
foreach (var wire in wires)
{
if (wire.SourcePort == null || wire.TargetPort == null) continue;
if (wire.SourcePort.OwnerNode == null || wire.TargetPort.OwnerNode == null) continue;
Vector2 startPos = canvas.CanvasToLocal(wire.SourcePort.GetWorldPosition());
Vector2 endPos = canvas.CanvasToLocal(wire.TargetPort.GetWorldPosition());
// 手柄方向 = 端口在节点上的朝向
// 端口在节点右侧 (RelativePosition.x > 0) → 手柄朝右 (+X)
// 端口在节点左侧 (RelativePosition.x < 0) → 手柄朝左 (-X)
float srcDirX = Mathf.Sign(wire.SourcePort.RelativePosition.x);
float tgtDirX = Mathf.Sign(wire.TargetPort.RelativePosition.x);
// 同一侧(如两个端口都在右侧)则方向取反
if (srcDirX == tgtDirX) srcDirX *= -1f;
// 手柄距离 = 配置值 × zoom(画布单位 → local 坐标,与 CanvasToLocal 一致)
Vector2 handle1 = startPos + new Vector2(srcDirX * cfg.SourceHandleLength * zoom, 0f);
Vector2 handle2 = endPos + new Vector2(tgtDirX * cfg.TargetHandleLength * zoom, 0f);
float ww = cfg.WireWidth * zoom;
var ctrlPts = new Vector3[]
{
new Vector3(startPos.x, startPos.y, ww),
new Vector3(handle1.x, handle1.y, ww),
new Vector3(handle2.x, handle2.y, ww),
new Vector3(endPos.x, endPos.y, ww),
};
Color32 srcColor = wire.SourcePort.OwnerNode.NodeColor;
Color32 tgtColor = wire.TargetPort.OwnerNode.NodeColor;
var arrow = new ArrowHeadData
{
shape = cfg.ArrowShape,
reversed = cfg.ArrowReversed,
progress = cfg.ArrowProgress,
width = cfg.ArrowWidth * zoom,
height = cfg.ArrowHeight * zoom,
depthCompensation = cfg.ArrowDepthCompensation,
color = tgtColor,
};
int count = ctrlPts.Length;
var ctrlPts2 = new Vector2[count];
var widths = new float[count];
for (int i = 0; i < count; i++)
{
ctrlPts2[i] = ctrlPts[i];
widths[i] = ctrlPts[i].z;
}
var curveEntry = new CurveCacheEntry
{
startColor = srcColor,
endColor = tgtColor,
tessellationSegments = cfg.TessellationSegments,
};
entry.CurveRenderer.AddCurve(curveEntry, ctrlPts2, widths, new[] { arrow });
}
if (wires.Count > 0)
entry.CurveRenderer.RebuildAll();
}
private void EnsureRenderRoot()
{
if (_renderRoot != null) return;
if (Graph.Canvas == null) return;
_renderRoot = Graph.Canvas.GetRootTransform();
}
public override void OnDestroy()
{
_layerMgr = null;
_renderRoot = null;
}
}
}
@@ -0,0 +1,135 @@
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.UIGraph;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 连线渲染工具 — 按网格区块管理 BlueprintCurveRenderer,支持 Viewport Transform。
/// <para>连线跟随其源节点(SourcePort.OwnerNode)进入对应 Chunk 的 CurveRenderer。</para>
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 110)]
[BlueprintTheme("QuickGraph")]
public class WireCanvasRenderTool : BlueprintCanvasRenderTool<BlueprintCurveRenderer>
{
private QuickGraphWireRenderConfig _defaultConfig;
private QuickGraphWireRenderConfig Config
{
get
{
if (ToolConfig is QuickGraphWireRenderConfig external) return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphWireRenderConfig>();
return _defaultConfig;
}
}
// ====================================================================
// 抽象实现
// ====================================================================
protected override BlueprintCurveRenderer BuildChunkRenderer(GameObject chunkGo)
{
return chunkGo.AddComponent<BlueprintCurveRenderer>();
}
protected override void AppendElementData(BlueprintCurveRenderer renderer, IBlueprintElement element)
{
if (!(element is BlueprintWire wire)) return;
if (wire.SourcePort == null || wire.TargetPort == null) return;
if (wire.SourcePort.OwnerNode == null || wire.TargetPort.OwnerNode == null) return;
var cfg = Config;
// 端点:画布空间坐标(由 Viewport Transform 统一变换)
Vector2 startPos = wire.SourcePort.GetWorldPosition();
Vector2 endPos = wire.TargetPort.GetWorldPosition();
// 手柄方向 = 端口法向
float srcDirX = Mathf.Sign(wire.SourcePort.RelativePosition.x);
float tgtDirX = Mathf.Sign(wire.TargetPort.RelativePosition.x);
if (srcDirX == tgtDirX) srcDirX *= -1f;
// 手柄长度(原始值,由 Viewport 统一缩放)
Vector2 handle1 = startPos + new Vector2(srcDirX * cfg.SourceHandleLength, 0f);
Vector2 handle2 = endPos + new Vector2(tgtDirX * cfg.TargetHandleLength, 0f);
float ww = cfg.WireWidth;
var ctrlPts = new Vector3[]
{
new Vector3(startPos.x, startPos.y, ww),
new Vector3(handle1.x, handle1.y, ww),
new Vector3(handle2.x, handle2.y, ww),
new Vector3(endPos.x, endPos.y, ww),
};
Color32 srcColor = wire.SourcePort.OwnerNode.NodeColor;
Color32 tgtColor = wire.TargetPort.OwnerNode.NodeColor;
var arrow = new ArrowHeadData
{
shape = cfg.ArrowShape,
reversed = cfg.ArrowReversed,
progress = cfg.ArrowProgress,
width = cfg.ArrowWidth,
height = cfg.ArrowHeight,
depthCompensation = cfg.ArrowDepthCompensation,
color = tgtColor,
};
int count = ctrlPts.Length;
var ctrlPts2 = new Vector2[count];
var widths = new float[count];
for (int i = 0; i < count; i++)
{
ctrlPts2[i] = ctrlPts[i];
widths[i] = ctrlPts[i].z;
}
var curveEntry = new CurveCacheEntry
{
startColor = srcColor,
endColor = tgtColor,
tessellationSegments = cfg.TessellationSegments,
};
renderer.AddCurve(curveEntry, ctrlPts2, widths, new[] { arrow });
}
protected override void ClearChunkData(BlueprintCurveRenderer renderer)
{
renderer.ClearAll();
}
protected override void SetChunkDirty(BlueprintCurveRenderer renderer)
{
renderer.RebuildAll();
}
protected override Vector2 GetElementPosition(IBlueprintElement element)
{
if (!(element is BlueprintWire wire)) return Vector2.zero;
// 以源节点的位置作为 Chunk 分组依据
return wire.SourcePort?.OwnerNode?.Position ?? Vector2.zero;
}
protected override bool IsElementCulled(IBlueprintElement element)
{
if (!(element is BlueprintWire wire)) return true;
if (wire.SourcePort?.OwnerNode == null || wire.TargetPort?.OwnerNode == null)
return true;
var viewport = Graph?.Canvas?.GetViewportRect() ?? new Rect();
float margin = Config.WireWidth * 20f;
viewport.xMin -= margin;
viewport.xMax += margin;
viewport.yMin -= margin;
viewport.yMax += margin;
// 两端都不在视口内则跳过
return !viewport.Contains(wire.SourcePort.OwnerNode.Position)
&& !viewport.Contains(wire.TargetPort.OwnerNode.Position);
}
}
}
@@ -1,5 +1,5 @@
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