This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.NodeExternBase Class

Inherits from: Base

The base class that is used to implement logic of custom user-defined nodes. The custom node class should be inherited from NodeExternBase.

NodeExternBase Class

Members


int GetClassID ( ) #

Returns a unique class ID.

Return value

Unique class ID.

Node GetNode ( ) #

Returns the Node instance.

Return value

Node.

NodeExtern GetNodeExtern ( ) #

Returns the NodeExtern instance that is created on loading the custom node.

Return value

NodeExtern.

int LoadWorld ( Xml xml ) #

Loads a node state from the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

Returns 1 if the node state was successfully loaded; otherwise, 0 is returned.

void RenderHandler ( ) #

Renders the handler for the custom user-defined node.

void RenderVisualizer ( ) #

Renders the visualizer for the custom user-defined node.
Notice
You should enable the engine visualizer by the show_visualizer 1 console command.

bool SaveState ( Stream stream ) #

Saves a node state into the stream.

Saving into the stream requires creating a blob to save into. To restore the saved state the RestoreState() method is used:

Source code (C#)
// initialize a node and set its state
//...//

// save state
Blob blob_state = new Blob();
node.SaveState(blob_state);

// change the node state
//...//

// restore state
blob_state.SeekSet(0);	// returning the carriage to the start of the blob
node.RestoreState(blob_state);

Arguments

  • Stream stream - Stream smart pointer.

Return value

true on success; otherwise, false.

bool RestoreState ( Stream stream ) #

Restores a node state from the stream.

Restoring from the stream requires creating a blob to save into and saving the state using the SaveState() method:

Source code (C#)
// initialize a node and set its state
//...//

// save state
Blob blob_state = new Blob();
node.SaveState(blob_state);

// change the node state
//...//

// restore state
blob_state.SeekSet(0);	// returning the carriage to the start of the blob
node.RestoreState(blob_state);

Arguments

  • Stream stream - Stream smart pointer.

Return value

true on success; otherwise, false.

int SaveWorld ( Xml xml ) #

Saves a node state into the Xml.

Arguments

  • Xml xml - Xml smart pointer.

Return value

1 if the node state was successfully saved; otherwise, 0 is returned.

void UpdateEnabled ( ) #

Updates enabled.

void UpdateTransform ( ) #

Updates transformation matrix of the custom node.
Last update: 2024-04-19
Build: ()