节点依赖关系
Sometimes it might be useful to track dependencies between runtime-nodes - nodes that currently exist in the world opened in UnigineEditor, including the ones that are stored only in RAM and have not been saved to a file (*.world / *.node) on the disk.有时跟踪UnigineEditor中打开的世界中当前存在的runtime-nodes-nodes之间的依赖关系可能很有用,包括仅存储在RAM中且尚未保存到磁盘上的文件(*.world / *.node)的节点。
In UnigineEditor you can find all runtime-nodes, that use the selected node or group of nodes, to help avoid accidental removal of nodes somehow used by others, as well as to analyze / validate the logic of node interactions (e.g., to check if the right nodes are used in componets etc.). Just select the desired node or group of nodes, right-click on any of them in the World Nodes Hierarchy window and choose Show World Nodes Using This One.在 UnigineEditor 中,您可以找到使用所选节点或节点组的所有运行时节点,以帮助避免意外删除其他人以某种方式使用的节点,以及分析/验证节点交互的逻辑(例如,检查组件中是否使用了正确的节点等)。只需选择所需的节点或节点组,在World Nodes Hierarchy窗口中右键单击其中任何一个节点,然后选择Show World Nodes Using This One。
You'll see a table of dependencies between nodes, it has two columns: the left one contains the list of selected nodes, while the right one shows the nodes that use each of the nodes from the left.您将看到一个节点之间的依赖关系表,它有两列:左边一列包含所选节点的列表,而右边一列显示使用左侧每个节点的节点。
To display the path to the node in the World Nodes Hierarchy check the Full Node Hierarchy Path box.要在World Nodes Hierarchy中显示节点的路径,请选中Full Node Hierarchy Path框。
Types of Dependencies Tracked跟踪的依赖类型#
The following types of dependencies between runtime-nodes are tracked:以下类型的运行时节点之间的依赖关系被跟踪:
-
Property - a node can be used in the component logic assigned to other nodes (it is assigned to Property / C# Component in the corresponding field).属性-一个节点可以在分配给其他节点的组件逻辑中使用(它被分配给相应字段中的属性/C#组件)。
-
PlayerPersecutor - a node can be assigned to the Target Node field in the list of PlayerPersecutor camera parameters to allow the camera to follow the target node.PlayerPersecutor-a节点可以被分配给PlayerPersecutor相机参数列表中的Target Node字段,以允许相机跟随目标节点。
-
Skinned Mesh - a node can be assigned to the Bind Node field of a Skinned Mesh object to control the transformations of the skeletal bone to which it is attached.Skinned Mesh-可以将节点分配给Skinned Mesh对象的Bind Node字段,以控制其附加到的骨骼的转换。
-
Objects having a physical Body can be connected via Joints.具有物理身体的对象可以通过关节连接。
Tracking and Container Nodes跟踪和容器节点#
If the node of interest is used by another node that is a part of NodeLayer or NodeReference container, the dependency search will only trace down to the container displaying the hierarchy with NodeLayer/NodeReference nodes as atomic units. If you want to find the exact node inside the NodeReference container that uses your node of interest, open the container NodeReference via Edit and search again.如果感兴趣的节点被作为NodeLayer或NodeReference容器一部分的另一个节点使用,则依赖关系搜索将仅追溯到以NodeLayer/NodeReference节点作为原子单元显示层次结构的容器。 如果您想在使用您感兴趣的节点的NodeReference容器中找到确切的节点,请通过Edit打开容器NodeReference并再次搜索。