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- using UnityEditor;
- using UnityEngine;
- namespace Pathfinding {
- [CustomEditor(typeof(AIBase), true)]
- [CanEditMultipleObjects]
- public class BaseAIEditor : EditorBase {
- protected SerializedProperty gravity, groundMask, centerOffset, rotationIn2D, acceleration;
- float lastSeenCustomGravity = float.NegativeInfinity;
- protected override void OnEnable () {
- base.OnEnable();
- gravity = serializedObject.FindProperty("gravity");
- groundMask = serializedObject.FindProperty("groundMask");
- centerOffset = serializedObject.FindProperty("centerOffset");
- rotationIn2D = serializedObject.FindProperty("rotationIn2D");
- acceleration = serializedObject.FindProperty("maxAcceleration");
- }
- protected override void Inspector () {
- // Iterate over all properties of the script
- var p = serializedObject.GetIterator();
- p.Next(true);
- while (p.NextVisible(false)) {
- if (!SerializedProperty.EqualContents(p, groundMask) && !SerializedProperty.EqualContents(p, centerOffset) && !SerializedProperty.EqualContents(p, gravity) && !SerializedProperty.EqualContents(p, rotationIn2D)) {
- if (SerializedProperty.EqualContents(p, acceleration) && typeof(AIPath).IsAssignableFrom(target.GetType())) {
- EditorGUI.BeginChangeCheck();
- int grav = acceleration.hasMultipleDifferentValues ? -1 : (acceleration.floatValue >= 0 ? 1 : 0);
- var ngrav = EditorGUILayout.Popup("Max Acceleration", grav, new [] { "Default", "Custom" });
- if (EditorGUI.EndChangeCheck()) {
- if (ngrav == 0) acceleration.floatValue = -2.5f;
- else if (acceleration.floatValue < 0) acceleration.floatValue = 10;
- }
- if (!acceleration.hasMultipleDifferentValues && ngrav == 1) {
- EditorGUI.indentLevel++;
- PropertyField(acceleration.propertyPath);
- EditorGUI.indentLevel--;
- acceleration.floatValue = Mathf.Max(acceleration.floatValue, 0.01f);
- }
- } else {
- PropertyField(p);
- }
- }
- }
- PropertyField(rotationIn2D);
- var mono = target as MonoBehaviour;
- var rigid = mono.GetComponent<Rigidbody>();
- var rigid2D = mono.GetComponent<Rigidbody2D>();
- var controller = mono.GetComponent<CharacterController>();
- var canUseGravity = (controller != null && controller.enabled) || ((rigid == null || rigid.isKinematic) && (rigid2D == null || rigid2D.isKinematic));
- if (canUseGravity) {
- EditorGUI.BeginChangeCheck();
- int grav = gravity.hasMultipleDifferentValues ? -1 : (gravity.vector3Value == Vector3.zero ? 0 : (float.IsNaN(gravity.vector3Value.x) ? 1 : 2));
- var ngrav = EditorGUILayout.Popup("Gravity", grav, new [] { "None", "Use Project Settings", "Custom" });
- if (EditorGUI.EndChangeCheck()) {
- if (ngrav == 0) gravity.vector3Value = Vector3.zero;
- else if (ngrav == 1) gravity.vector3Value = new Vector3(float.NaN, float.NaN, float.NaN);
- else if (float.IsNaN(gravity.vector3Value.x) || gravity.vector3Value == Vector3.zero) gravity.vector3Value = Physics.gravity;
- lastSeenCustomGravity = float.NegativeInfinity;
- }
- if (!gravity.hasMultipleDifferentValues) {
- // A sort of delayed Vector3 field (to prevent the field from dissappearing if you happen to enter zeroes into x, y and z for a short time)
- // Note: cannot use != in this case because that will not give the correct result in case of NaNs
- if (!(gravity.vector3Value == Vector3.zero)) lastSeenCustomGravity = Time.realtimeSinceStartup;
- if (Time.realtimeSinceStartup - lastSeenCustomGravity < 2f) {
- EditorGUI.indentLevel++;
- if (!float.IsNaN(gravity.vector3Value.x)) {
- PropertyField(gravity.propertyPath);
- }
- if (controller == null || !controller.enabled) {
- PropertyField(groundMask.propertyPath, "Raycast Ground Mask");
- PropertyField(centerOffset.propertyPath, "Raycast Center Offset");
- }
- EditorGUI.indentLevel--;
- }
- }
- } else {
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.Popup(new GUIContent(gravity.displayName, "Disabled because a non-kinematic rigidbody is attached"), 0, new [] { new GUIContent("Handled by Rigidbody") });
- EditorGUI.EndDisabledGroup();
- }
- if ((rigid != null || rigid2D != null) && (controller != null && controller.enabled)) {
- EditorGUILayout.HelpBox("You are using both a Rigidbody and a Character Controller. Those components are not really designed for that. Please use only one of them.", MessageType.Warning);
- }
- }
- }
- }
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