public sealed class NodePreviewLayerThe swatches hanging under the nodes that asked for one.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Drawn rather than built, for NodeMinimap's reason. A preview is one filled rectangle; as an element it would be a style node, a layout box and a rebind for a picture nobody clicks.
⚠ Under the node rather than inside it. A node's height is NodeCanvas.HeightOf, which is its ports and nothing else, and there is no way to make one taller for a preview without teaching the canvas about previews. Hanging the swatch below the box needs nothing from the canvas and does not move a single port anchor — and it is where Unity's shader graph puts one anyway.
⚠ It does not paint over the minimap. The layer is a child of the canvas and is therefore drawn after every part of it, minimap included, so a node that happens to lie under the overview would otherwise put a swatch on top of it.
Fields and properties (4)
protected override string TagNameThe element name this type answers to when a caller does not choose one.
public NodeGraphView? ViewThe view it draws for.
public float SizeHow tall a swatch is, in graph units.
public float GapHow far under the node it hangs, in graph units.
Methods (1)
protected override void OnDraw(DrawContext context)Draws whatever this element is, beyond what a stylesheet can describe.
Used by (1)
- NodeGraphViewVixen.Editor.NodeGraph