Beispiel #1
0
        public override void OnInspectorGUI()
        {
            //don't draw inspector fields if the path contains less than 2 points
            //(a path with less than 2 points really isn't a path)
            if (script.bPoints.Count < 2)
            {
                //button to create path manually
                if (GUILayout.Button("Create Path from Children"))
                {
                    Undo.RecordObject(script, "Create Path");
                    script.Create();
                    SceneView.RepaintAll();
                }

                return;
            }

            //create new checkboxes for path gizmo property
            script.showHandles    = EditorGUILayout.Toggle("Show Handles", script.showHandles);
            script.connectHandles = EditorGUILayout.Toggle("Connect Handles", script.connectHandles);
            script.drawCurved     = EditorGUILayout.Toggle("Draw Smooth Lines", script.drawCurved);
            script.drawDirection  = EditorGUILayout.Toggle("Draw Direction", script.drawDirection);

            //create new color fields for editing path gizmo colors
            script.color1 = EditorGUILayout.ColorField("Color1", script.color1);
            script.color2 = EditorGUILayout.ColorField("Color2", script.color2);
            script.color3 = EditorGUILayout.ColorField("Color3", script.color3);

            //calculate path length of all waypoints
            float pathLength = WaypointManager.GetPathLength(script.pathPoints);

            GUILayout.Label("Path Length: " + pathLength);

            float thisDetail = script.pathDetail;

            //slider to modify the smoothing factor of the final path,
            //round because of path point imprecision placement (micro loops)
            script.pathDetail = EditorGUILayout.Slider("Path Detail", script.pathDetail, 0.5f, 10);
            script.pathDetail = Mathf.Round(script.pathDetail * 10f) / 10f;
            //toggle custom detail when modifying the whole path
            if (thisDetail != script.pathDetail)
            {
                script.customDetail = false;
            }
            //draw custom detail settings
            DetailSettings();

            //button for switching over to the WaypointManager for further path editing
            if (GUILayout.Button("Continue Editing"))
            {
                Selection.activeGameObject = (GameObject.FindObjectOfType(typeof(WaypointManager)) as WaypointManager).gameObject;
                WaypointEditor.ContinuePath(script);
            }

            //more path modifiers
            DrawPathOptions();
            EditorGUILayout.Space();

            //waypoint index header
            GUILayout.Label("Waypoints: ", EditorStyles.boldLabel);

            //loop through the waypoint array
            for (int i = 0; i < script.bPoints.Count; i++)
            {
                GUILayout.BeginHorizontal();
                //indicate each array slot with index number in front of it
                GUILayout.Label(i + ".", GUILayout.Width(20));

                //create an object field for every waypoint
                EditorGUILayout.ObjectField(script.bPoints[i].wp, typeof(Transform), true);

                //display an "Add Waypoint" button for every array row except the last one
                //on click we call AddWaypointAtIndex() to insert a new waypoint slot AFTER the selected slot
                if (i < script.bPoints.Count && GUILayout.Button("+", GUILayout.Width(30f)))
                {
                    AddWaypointAtIndex(i);
                    break;
                }

                //display an "Remove Waypoint" button for every array row except the first and last one
                //on click we call RemoveWaypointAtIndex() to delete the selected waypoint slot
                if (i > 0 && i < script.bPoints.Count - 1 && GUILayout.Button("-", GUILayout.Width(30f)))
                {
                    RemoveWaypointAtIndex(i);
                    break;
                }

                GUILayout.EndHorizontal();
            }

            //recalculate on inspector changes
            if (GUI.changed)
            {
                script.CalculatePath();
                EditorUtility.SetDirty(target);
            }
        }
Beispiel #2
0
        //called whenever the inspector gui gets rendered
        public override void OnInspectorGUI()
        {
            //this pulls the relative variables from unity runtime and stores them in the object
            m_Object.Update();

            //get waypoint array
            var waypoints = GetWaypointArray();

            //don't draw inspector fields if the path contains less than 2 points
            //(a path with less than 2 points really isn't a path)
            if (m_WaypointsCount.intValue < 2)
            {
                //button to create path manually
                if (GUILayout.Button("Create Path from Children"))
                {
                    Undo.RecordObjects(waypoints, "Create Path");
                    (m_Object.targetObject as PathManager).Create();
                    SceneView.RepaintAll();
                }

                return;
            }

            //create new checkboxes for path gizmo property
            m_Check1.boolValue = EditorGUILayout.Toggle("Draw Smooth Lines", m_Check1.boolValue);
            m_Check2.boolValue = EditorGUILayout.Toggle("Draw Direction", m_Check2.boolValue);

            //create new property fields for editing waypoint gizmo colors
            EditorGUILayout.PropertyField(m_Color1);
            EditorGUILayout.PropertyField(m_Color2);

            //calculate path length of all waypoints
            Vector3[] wpPositions = new Vector3[waypoints.Length];
            for (int i = 0; i < waypoints.Length; i++)
            {
                wpPositions[i] = waypoints[i].position;
            }

            float pathLength = WaypointManager.GetPathLength(wpPositions);

            //path length label, show calculated path length
            GUILayout.Label("Path Length: " + pathLength);

            //button for switching over to the WaypointManager for further path editing
            if (GUILayout.Button("Continue Editing"))
            {
                Selection.activeGameObject = (GameObject.FindObjectOfType(typeof(WaypointManager)) as WaypointManager).gameObject;
                WaypointEditor.ContinuePath(m_Object.targetObject as PathManager);
            }

            //more path modifiers
            DrawPathOptions();
            EditorGUILayout.Space();

            //waypoint index header
            GUILayout.Label("Waypoints: ", EditorStyles.boldLabel);

            //loop through the waypoint array
            for (int i = 0; i < waypoints.Length; i++)
            {
                GUILayout.BeginHorizontal();
                //indicate each array slot with index number in front of it
                GUILayout.Label(i + ".", GUILayout.Width(20));
                //create an object field for every waypoint
                EditorGUILayout.ObjectField(waypoints[i], typeof(Transform), true);

                //display an "Add Waypoint" button for every array row except the last one
                if (i < waypoints.Length && GUILayout.Button("+", GUILayout.Width(30f)))
                {
                    AddWaypointAtIndex(i);
                    break;
                }

                //display an "Remove Waypoint" button for every array row except the first and last one
                if (i > 0 && i < waypoints.Length - 1 && GUILayout.Button("-", GUILayout.Width(30f)))
                {
                    RemoveWaypointAtIndex(i);
                    break;
                }

                GUILayout.EndHorizontal();
            }

            //we push our modified variables back to our serialized object
            m_Object.ApplyModifiedProperties();
        }