Beispiel #1
0
        //Adds a new collider to the group with the given properties
        public ColliderInstance AddCollider(GeneratorProps gp)
        {
            ColliderInstance newCol = new ColliderInstance(gp);

            colliders.Add(newCol);
            SetColliderComponents(false);
            return(newCol);
        }
Beispiel #2
0
        //Adds a new collider to the group with default properties
        public ColliderInstance AddCollider()
        {
            ColliderInstance newCol = new ColliderInstance("Collider " + colliders.Count.ToString());

            colliders.Add(newCol);
            SetColliderComponents(false);
            return(newCol);
        }
Beispiel #3
0
        //Creates a new collider by copying an existing one
        public ColliderInstance(ColliderInstance ci)
        {
            name = ci.name;
            if (ci.colMesh != null)
            {
                colMesh = Object.Instantiate(ci.colMesh);
            }

            props = new GeneratorProps(ci.props);
        }
Beispiel #4
0
 //Deletes a specified collider in the group if it exists
 public void DeleteCollider(ColliderInstance ci)
 {
     if (colliders.Contains(ci))
     {
         colliders.Remove(ci);
         SetColliderComponents(true);
     }
     else
     {
         Debug.LogWarning("Deletion failed because the collider does not exist in the colliders list.");
     }
 }
Beispiel #5
0
 //Adds an existing collider to the group
 public void AddCollider(ColliderInstance ci)
 {
     colliders.Add(ci);
     SetColliderComponents(false);
 }
Beispiel #6
0
        public override void OnInspectorGUI()
        {
            GUIStyle boldFoldout = new GUIStyle(EditorStyles.foldout);

            boldFoldout.fontStyle = FontStyle.Bold;

            if (!serializedObject.isEditingMultipleObjects && targetGroup != null)
            {
                Undo.RecordObject(targetGroup, "Collider Group Inspector Change");
                bool isPrefab = Selection.assetGUIDs.Length > 0 && PrefabUtility.GetPrefabAssetType(targetGroup) != PrefabAssetType.NotAPrefab && PrefabUtility.GetPrefabAssetType(targetGroup) != PrefabAssetType.MissingAsset;

                //GUI styling
                GUILayoutOption guiWidthField   = GUILayout.Width(200f);
                GUILayoutOption guiWidthButton  = GUILayout.Width(80f);
                GUILayoutOption guiWidthButton2 = GUILayout.Width(150f);

                GUIStyle noticeText = new GUIStyle(GUI.skin.label);
                noticeText.fontStyle = FontStyle.BoldAndItalic;

                GUIStyle primaryButton = new GUIStyle(GUI.skin.button);
                primaryButton.fontSize    = 12;
                primaryButton.fontStyle   = FontStyle.Bold;
                primaryButton.fixedHeight = EditorGUIUtility.singleLineHeight * 2.0f;

                GUIStyle secondaryButton = new GUIStyle(EditorStyles.toolbarButton);
                secondaryButton.fontSize    = 12;
                secondaryButton.fontStyle   = FontStyle.Bold;
                secondaryButton.fixedHeight = EditorGUIUtility.singleLineHeight * 1.5f;

                targetGroup.generateOnStart = EditorGUILayout.Toggle("Generate Colliders on Start", targetGroup.generateOnStart);

                //Linked preset options
                targetGroup.showPresetOptions = EditorGUILayout.Foldout(targetGroup.showPresetOptions, "Preset Options", boldFoldout);
                if (targetGroup.showPresetOptions)
                {
                    EditorGUI.indentLevel++;
                    targetGroup.linkedPreset = (ColliderGroupPreset)EditorGUILayout.ObjectField("Preset", targetGroup.linkedPreset, typeof(ColliderGroupPreset), true);
                    EditorGUILayout.Space();

                    GUILayout.BeginHorizontal();
                    EditorGUI.BeginDisabledGroup(targetGroup.linkedPreset == null);
                    if (GUILayout.Button("Save To Preset", secondaryButton, guiWidthButton2))
                    {
                        targetGroup.SaveToPreset();
                    }

                    if (GUILayout.Button("Load From Preset", secondaryButton, guiWidthButton2))
                    {
                        targetGroup.LoadFromPreset();
                    }
                    EditorGUI.EndDisabledGroup();
                    GUILayout.EndHorizontal();
                    EditorGUI.indentLevel--;
                }
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);

                targetGroup.showColliderList = EditorGUILayout.Foldout(targetGroup.showColliderList, "Colliders", boldFoldout);

                EditorGUI.BeginDisabledGroup(isPrefab);//Disable editing if the collider group is on a prefab
                //Collider list options
                if (targetGroup.showColliderList)
                {
                    if (isPrefab)
                    {
                        EditorGUILayout.LabelField("Place prefab in scene or open in prefab stage to edit colliders.", noticeText);
                    }

                    ColliderGeneratorWindow win;//The collider editor window
                    EditorGUI.indentLevel++;
                    //Loop through all colliders in group and draw GUI for them
                    for (int i = 0; i < targetGroup.colliders.Count; i++)
                    {
                        EditorGUILayout.Space();
                        ColliderInstance curCol = targetGroup.colliders[i];

                        GUILayout.BeginHorizontal();
                        curCol.name = EditorGUILayout.TextField(curCol.name, guiWidthField);
                        GUILayout.Space(10f);

                        if (GUILayout.Button("Edit", guiWidthButton))
                        {
                            //Open window to edit specific collider
                            GetWindow(out win);
                            win.SetTargetFromGroup(new ColliderGroupTargetInfo(targetGroup.gameObject, targetGroup, i));
                        }
                        GUILayout.Space(10f);

                        if (GUILayout.Button("Duplicate", guiWidthButton))
                        {
                            //Duplicate a collider
                            targetGroup.DuplicateCollider(i);
                        }

                        GUILayout.FlexibleSpace();
                        if (GUILayout.Button("Delete", guiWidthButton))
                        {
                            //Delete a collider
                            targetGroup.DeleteCollider(i);

                            if (ColliderGeneratorWindow.WindowIsOpen())
                            {
                                GetWindow(out win);
                                win.LimitIndex(targetGroup.colliders.Count);
                            }

                            if (!Application.isPlaying)
                            {
                                GUIUtility.ExitGUI();
                            }
                        }
                        GUILayout.EndHorizontal();
                    }

                    EditorGUILayout.Space();
                    if (GUILayout.Button("Create New", guiWidthField))
                    {
                        //Add a new collider
                        targetGroup.AddCollider();
                        GetWindow(out win);
                        win.SetTargetFromGroup(new ColliderGroupTargetInfo(targetGroup.gameObject, targetGroup, targetGroup.colliders.Count - 1));
                    }
                    EditorGUI.indentLevel--;
                }
                EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);

                EditorGUI.BeginDisabledGroup(targetGroup.colliders.Count == 0);
                if (GUILayout.Button("Generate Colliders", primaryButton))
                {
                    //Generate all of the colliders on the group
                    targetGroup.GenerateAllColliders();
                }
                EditorGUI.EndDisabledGroup();
                EditorGUI.EndDisabledGroup();
            }

            EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
            drawDefaultInspector = EditorGUILayout.Foldout(drawDefaultInspector, "Draw Default Inspector", boldFoldout);

            if (drawDefaultInspector)
            {
                //Draw the default inspector in order to see collider properties explicitly
                EditorGUI.indentLevel++;
                DrawDefaultInspector();
                EditorGUI.indentLevel--;
            }

            if (GUI.changed && targetGroup != null)
            {
                //Save properties if modified
                EditorUtility.SetDirty(targetGroup);
            }
        }