Exemple #1
0
        public override void OnInspectorGUI()
        {
            EditorGUILayout.Separator();
            GUI.skin.label.alignment = TextAnchor.MiddleCenter;
            GUILayout.Label(_headerTexture, GUILayout.ExpandWidth(true));
            GUI.skin.label.alignment = TextAnchor.MiddleLeft;

            EditorGUILayout.BeginVertical(blackStyle);

            EditorGUILayout.BeginHorizontal();
            DrawTitleLabel("Grid Configuration");
            GUILayout.FlexibleSpace();
            if (GUILayout.Button("Help"))
            {
                EditorUtility.DisplayDialog("Grids 2D System", "Grids 2D is an advanced grid generator for Unity.\n\nFor a complete description of the options, please refer to the documentation guide (PDF) included in the asset.\nWe also invite you to visit and sign up on our support forum on kronnect.com where you can post your questions/requests.\n\nThanks for purchasing! Please rate Grids 2D on the Asset Store! Thanks.", "Close");
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Topology", GUILayout.Width(120));
            grid.gridTopology = (GRID_TOPOLOGY)EditorGUILayout.IntPopup((int)grid.gridTopology, topologyOptions, topologyOptionsValues);
            EditorGUILayout.EndHorizontal();

            if (grid.gridTopology == GRID_TOPOLOGY.Irregular)
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Cells (aprox.)", GUILayout.Width(120));
                grid.numCells = EditorGUILayout.IntSlider(grid.numCells, 2, Grid2D.MAX_CELLS);
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Columns", GUILayout.Width(120));
                grid.columnCount = EditorGUILayout.IntSlider(grid.columnCount, 2, Grid2D.MAX_CELLS_SQRT);
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Rows", GUILayout.Width(120));
                grid.rowCount = EditorGUILayout.IntSlider(grid.rowCount, 2, Grid2D.MAX_CELLS_SQRT);
                EditorGUILayout.EndHorizontal();
            }
            if (grid.gridTopology == GRID_TOPOLOGY.Hexagonal)
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Regular Hexes", GUILayout.Width(120));
                grid.regularHexagons = EditorGUILayout.Toggle(grid.regularHexagons);
                EditorGUILayout.EndHorizontal();
                if (grid.regularHexagons)
                {
                    EditorGUILayout.BeginHorizontal();
                    GUILayout.Label("   Hex Size", GUILayout.Width(120));
                    grid.hexSize = EditorGUILayout.FloatField(grid.hexSize);
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Even Layout", GUILayout.Width(120));
                grid.evenLayout = EditorGUILayout.Toggle(grid.evenLayout);
                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Curvature", GUILayout.Width(120));
            if (grid.numCells > Grid2D.MAX_CELLS_FOR_CURVATURE)
            {
                DrawInfoLabel("not available with >" + Grid2D.MAX_CELLS_FOR_CURVATURE + " cells");
            }
            else
            {
                grid.gridCurvature = EditorGUILayout.Slider(grid.gridCurvature, 0, 0.1f);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Relaxation", GUILayout.Width(120));
            if (grid.gridTopology != GRID_TOPOLOGY.Irregular)
            {
                DrawInfoLabel("only available with irregular topology");
            }
            else if (grid.numCells > Grid2D.MAX_CELLS_FOR_RELAXATION)
            {
                DrawInfoLabel("not available with >" + Grid2D.MAX_CELLS_FOR_RELAXATION + " cells");
            }
            else
            {
                grid.gridRelaxation = EditorGUILayout.IntSlider(grid.gridRelaxation, 1, 32);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label(new GUIContent("Visibility Mask", "Alpha channel is used to determine cell visibility (0 = cell is not visible)"), GUILayout.Width(120));
            grid.gridMask = (Texture2D)EditorGUILayout.ObjectField(grid.gridMask, typeof(Texture2D), true);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Seed", GUILayout.Width(120));
            grid.seed = EditorGUILayout.IntSlider(grid.seed, 1, 10000);
            if (GUILayout.Button("Redraw"))
            {
                grid.Redraw();
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Territories", GUILayout.Width(120));
            grid.enableTerritories = EditorGUILayout.Toggle(grid.enableTerritories);
            EditorGUILayout.EndHorizontal();

            GUI.enabled = grid.enableTerritories;
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("   Count", GUILayout.Width(120));
            grid.numTerritories = EditorGUILayout.IntSlider(grid.numTerritories, 1, Mathf.Min(grid.numCells, Grid2D.MAX_TERRITORIES));
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label(new GUIContent("   Region Texture", "Quickly create territories assigning a color texture in which each territory corresponds to a color."), GUILayout.Width(120));
            grid.territoriesTexture = (Texture2D)EditorGUILayout.ObjectField(grid.territoriesTexture, typeof(Texture2D), true);
            if (grid.territoriesTexture != null)
            {
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label(new GUIContent("  Neutral Color", "Color to be ignored."), GUILayout.Width(120));
                grid.territoriesTextureNeutralColor = EditorGUILayout.ColorField(grid.territoriesTextureNeutralColor, GUILayout.Width(50));
                EditorGUILayout.Space();
                if (GUILayout.Button("Generate Territories", GUILayout.Width(120)))
                {
                    if (grid.territoriesTexture == null)
                    {
                        EditorUtility.DisplayDialog("Missing territories texture!", "Assign a color texture to the territories texture slot.", "Ok");
                    }
                    else
                    {
                        grid.CreateTerritories(grid.territoriesTexture, grid.territoriesTextureNeutralColor);
                    }
                }
            }
            EditorGUILayout.EndHorizontal();

            GUI.enabled = true;

            int cellsCreated       = grid.cells == null ? 0 : grid.cells.Count;
            int territoriesCreated = grid.territories == null ? 0 : grid.territories.Count;

            EditorGUILayout.BeginHorizontal();
            GUILayout.FlexibleSpace();
            DrawInfoLabel("Cells Created: " + cellsCreated + " / Territories Created: " + territoriesCreated + " / Vertex Count: " + grid.lastVertexCount);
            GUILayout.FlexibleSpace();
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();
            EditorGUILayout.Separator();
            EditorGUILayout.BeginVertical(blackStyle);

            DrawTitleLabel("Grid Positioning");

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Hide Objects", GUILayout.Width(120));
            if (GUILayout.Button("Toggle Grid"))
            {
                grid.gameObject.SetActive(!grid.gameObject.activeSelf);
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Depth Offset", GUILayout.Width(120));
            grid.gridDepthOffset = EditorGUILayout.IntSlider(grid.gridDepthOffset, -10, -1);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();
            EditorGUILayout.Separator();
            EditorGUILayout.BeginVertical(blackStyle);

            DrawTitleLabel("Grid Appearance");

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Show Territories", GUILayout.Width(120));
            grid.showTerritories = EditorGUILayout.Toggle(grid.showTerritories);
            if (grid.showTerritories)
            {
                GUILayout.Label("Frontier Color", GUILayout.Width(120));
                grid.territoryFrontiersColor = EditorGUILayout.ColorField(grid.territoryFrontiersColor, GUILayout.Width(50));
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("  Highlight Color", GUILayout.Width(120));
            grid.territoryHighlightColor = EditorGUILayout.ColorField(grid.territoryHighlightColor, GUILayout.Width(50));
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("  Colorize Territories", GUILayout.Width(120));
            grid.colorizeTerritories = EditorGUILayout.Toggle(grid.colorizeTerritories);
            GUILayout.Label("Alpha");
            grid.colorizedTerritoriesAlpha = EditorGUILayout.Slider(grid.colorizedTerritoriesAlpha, 0.0f, 1.0f);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("  Outer Borders", GUILayout.Width(120));
            grid.showTerritoriesOuterBorders = EditorGUILayout.Toggle(grid.showTerritoriesOuterBorders);
            GUILayout.Label(new GUIContent("Internal Territories", "Allows territories to be contained by other territories."), GUILayout.Width(110));
            grid.allowTerritoriesInsideTerritories = EditorGUILayout.Toggle(grid.allowTerritoriesInsideTerritories);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Show Cells", GUILayout.Width(120));
            grid.showCells = EditorGUILayout.Toggle(grid.showCells);
            if (grid.showCells)
            {
                GUILayout.Label("Border Color", GUILayout.Width(120));
                grid.cellBorderColor = EditorGUILayout.ColorField(grid.cellBorderColor, GUILayout.Width(50));
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("  Highlight Color", GUILayout.Width(120));
            grid.cellHighlightColor = EditorGUILayout.ColorField(grid.cellHighlightColor, GUILayout.Width(50));
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Highlight Fade", GUILayout.Width(120));
            grid.highlightFadeAmount = EditorGUILayout.Slider(grid.highlightFadeAmount, 0.0f, 1.0f);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Canvas Texture", GUILayout.Width(120));
            grid.canvasTexture = (Texture2D)EditorGUILayout.ObjectField(grid.canvasTexture, typeof(Texture2D), true);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();
            EditorGUILayout.Separator();
            EditorGUILayout.BeginVertical(blackStyle);

            DrawTitleLabel("Grid Behaviour");

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Selection Mode", GUILayout.Width(120));
            grid.highlightMode = (HIGHLIGHT_MODE)EditorGUILayout.Popup((int)grid.highlightMode, selectionModeOptions);
            EditorGUILayout.EndHorizontal();

            if (grid.highlightMode == HIGHLIGHT_MODE.Cells)
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("  Include Invisible Cells", GUILayout.Width(120));
                grid.cellHighlightNonVisible = EditorGUILayout.Toggle(grid.cellHighlightNonVisible);
                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Overlay Mode", GUILayout.Width(120));
            grid.overlayMode = (OVERLAY_MODE)EditorGUILayout.Popup((int)grid.overlayMode, overlayModeOptions);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Respect Other UI", GUILayout.Width(120));
            grid.respectOtherUI = EditorGUILayout.Toggle(grid.respectOtherUI);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.EndVertical();
            EditorGUILayout.Separator();

            EditorGUILayout.BeginVertical(blackStyle);
            DrawTitleLabel("Path Finding");

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Algorithm", GUILayout.Width(120));
            grid.pathFindingHeuristicFormula = (Grids2D.PathFinding.HeuristicFormula)EditorGUILayout.EnumPopup(grid.pathFindingHeuristicFormula);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Max Search Cost", GUILayout.Width(120));
            grid.pathFindingMaxCost = EditorGUILayout.IntField(grid.pathFindingMaxCost, GUILayout.Width(100));
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Max Steps", GUILayout.Width(120));
            grid.pathFindingMaxSteps = EditorGUILayout.IntField(grid.pathFindingMaxSteps, GUILayout.Width(100));
            EditorGUILayout.EndHorizontal();

            if (grid.gridTopology == GRID_TOPOLOGY.Box)
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Use Diagonals", GUILayout.Width(120));
                grid.pathFindingUseDiagonals = EditorGUILayout.Toggle(grid.pathFindingUseDiagonals, GUILayout.Width(40));
                GUILayout.Label("Heavy Diagonals", GUILayout.Width(120));
                grid.pathFindingHeavyDiagonals = EditorGUILayout.Toggle(grid.pathFindingHeavyDiagonals, GUILayout.Width(40));
                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.EndVertical();
            EditorGUILayout.Separator();

            EditorGUILayout.BeginVertical(blackStyle);

            EditorGUILayout.BeginHorizontal();
            DrawTitleLabel("Grid Editor");
            GUILayout.FlexibleSpace();
            if (GUILayout.Button("Export Settings"))
            {
                if (EditorUtility.DisplayDialog("Export Grid Settings", "This option will add a Grid Config component to this game object with current cell settings. You can restore this configuration just enabling this new component.", "Ok", "Cancel"))
                {
                    CreatePlaceholder();
                }
            }
            if (GUILayout.Button("Reset"))
            {
                if (EditorUtility.DisplayDialog("Reset Grid", "Reset cells to their default values?", "Ok", "Cancel"))
                {
                    ResetCells();
                    GUIUtility.ExitGUI();
                    return;
                }
            }
            EditorGUILayout.EndHorizontal();

            if (cellSelectedIndex < 0 || cellSelectedIndex >= grid.cells.Count)
            {
                GUILayout.Label("Click on a cell in Scene View to edit its properties.");
            }
            else
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("Selected Cell", GUILayout.Width(120));
                GUILayout.Label(cellSelectedIndex.ToString(), GUILayout.Width(120));
                EditorGUILayout.EndHorizontal();

                bool needsRedraw = false;
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("  Visible", GUILayout.Width(120));
                Cell selectedCell = grid.cells [cellSelectedIndex];
                bool cellVisible  = selectedCell.visible;
                selectedCell.visible = EditorGUILayout.Toggle(cellVisible);
                if (selectedCell.visible != cellVisible)
                {
                    needsRedraw = true;
                }
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("  Tag", GUILayout.Width(120));
                cellTag = EditorGUILayout.IntField(cellTag, GUILayout.Width(60));
                if (cellTag == selectedCell.tag)
                {
                    GUI.enabled = false;
                }
                if (GUILayout.Button("Set Tag", GUILayout.Width(60)))
                {
                    grid.CellSetTag(cellSelectedIndex, cellTag);
                }
                GUI.enabled = true;
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("  Territory Index", GUILayout.Width(120));
                cellTerritoryIndex = EditorGUILayout.IntField(cellTerritoryIndex, GUILayout.Width(40));
                if (cellTerritoryIndex == selectedCell.territoryIndex)
                {
                    GUI.enabled = false;
                }
                if (GUILayout.Button("Set Territory", GUILayout.Width(100)) && cellTerritoryIndex != grid.cells [cellSelectedIndex].territoryIndex)
                {
                    grid.CellSetTerritory(cellSelectedIndex, cellTerritoryIndex);
                    needsRedraw = true;
                }
                GUI.enabled = true;
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("  Color", GUILayout.Width(120));
                cellColor = EditorGUILayout.ColorField(cellColor, GUILayout.Width(40));
                GUILayout.Label("  Texture", GUILayout.Width(60));
                cellTextureIndex = EditorGUILayout.IntField(cellTextureIndex, GUILayout.Width(40));
                if (grid.CellGetColor(cellSelectedIndex) == cellColor && grid.CellGetTextureIndex(cellSelectedIndex) == cellTextureIndex)
                {
                    GUI.enabled = false;
                }
                if (GUILayout.Button("Set", GUILayout.Width(40)))
                {
                    grid.CellToggle(cellSelectedIndex, true, cellColor, false, cellTextureIndex);
                    needsRedraw = true;
                }
                GUI.enabled = true;
                if (GUILayout.Button("Clear", GUILayout.Width(40)))
                {
                    grid.CellHide(cellSelectedIndex);
                    needsRedraw = true;
                }
                EditorGUILayout.EndHorizontal();

                if (needsRedraw)
                {
                    RefreshGrid();
                    GUIUtility.ExitGUI();
                    return;
                }
            }

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Textures", GUILayout.Width(120));
            EditorGUILayout.EndHorizontal();

            if (toggleButtonStyleNormal == null)
            {
                toggleButtonStyleNormal  = "Button";
                toggleButtonStyleToggled = new GUIStyle(toggleButtonStyleNormal);
                toggleButtonStyleToggled.normal.background = toggleButtonStyleToggled.active.background;
            }

            int textureMax = grid.textures.Length - 1;

            while (textureMax >= 1 && grid.textures [textureMax] == null)
            {
                textureMax--;
            }
            textureMax++;
            if (textureMax >= grid.textures.Length)
            {
                textureMax = grid.textures.Length - 1;
            }

            for (int k = 1; k <= textureMax; k++)
            {
                EditorGUILayout.BeginHorizontal();
                GUILayout.Label("  " + k.ToString(), GUILayout.Width(40));
                grid.textures [k] = (Texture2D)EditorGUILayout.ObjectField(grid.textures [k], typeof(Texture2D), false);
                if (grid.textures [k] != null)
                {
                    if (GUILayout.Button(new GUIContent("T", "Texture mode - if enabled, you can paint several cells just clicking over them."), textureMode == k ? toggleButtonStyleToggled : toggleButtonStyleNormal, GUILayout.Width(20)))
                    {
                        textureMode = textureMode == k ? 0 : k;
                    }
                    if (GUILayout.Button(new GUIContent("X", "Remove texture"), GUILayout.Width(20)))
                    {
                        if (EditorUtility.DisplayDialog("Remove texture", "Are you sure you want to remove this texture?", "Yes", "No"))
                        {
                            grid.textures [k] = null;
                            GUIUtility.ExitGUI();
                            return;
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();
            }

            EditorGUILayout.EndVertical();
            EditorGUILayout.Separator();
            if (grid.isDirty)
            {
                                                                                                                                #if UNITY_5_6_OR_NEWER
                serializedObject.UpdateIfRequiredOrScript();
                                                                                                                                #else
                serializedObject.UpdateIfDirtyOrScript();
                                                                                                                                #endif
                isDirty.boolValue = false;
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(target);

                // Hide mesh in Editor
                HideEditorMesh();

                SceneView.RepaintAll();
            }
        }