public override void OnInspectorGUI()
    {
        GUILayout.Label("AI PATROL POINTS LIST", EditorStyles.boldLabel);

        DrawDefaultInspector();

        if (presetsData == null)
        {
            presetsData = Resources.Load <AI_PresetsSave>("ScriptObjects/AI_PresetsSave");
        }

        trg = (AI_Controller)target;

        ReloadPreset();

        GUILayout.Space(10);
        GUILayout.Label("SELECT GLOBAL AI PRESET", EditorStyles.boldLabel);
        trg._presetIndex = EditorGUILayout.Popup("", trg._presetIndex, _aiPresets);
        GUILayout.Label("TO CREATE A NEW AI PRESET OPEN 'AI/AI CONTROLLER WINDOW' IN TOP TOOLBAR", EditorStyles.boldLabel);

        GUILayout.Space(10);
        GUILayout.Label("AGENT IS: " + _aiState[trg._agentState], EditorStyles.boldLabel);

        if (trg._pointsList != null)
        {
            GUILayout.Label("AGENT TARGET: " + trg._pointsList._points[trg.pointIndex].name, EditorStyles.boldLabel);
        }
    }
    private void Start()
    {
        _aiPresetsSave = Resources.Load <AI_PresetsSave>("ScriptObjects/AI_PresetsSave");
        _agent         = GetComponent <NavMeshAgent>();

        //Check if agent can patrol
        if (_aiPresetsSave.agentPatrol[_presetIndex] == true)
        {
            patrolType = _aiPresetsSave.agentPatrolType[_presetIndex];         //get patrol type
            pointIndex = _pointsList.GetNearestPointIndex(transform.position); //get nearest point index
        }
    }
Exemple #3
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    private void OnEnable()
    {
        presetsData = Resources.Load <AI_PresetsSave>("ScriptObjects/AI_PresetsSave");

        ReloadPreset();
    }