Exemple #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;
            }

            //checkbox field to enable editable path properties
            script.showHandles = EditorGUILayout.Toggle("Show Handles", script.showHandles);
            //checkbox field for toggling control point connectedness
            script.connectHandles = EditorGUILayout.Toggle("Connect Handles", script.connectHandles);
            //checkbox field for drawing gizmo path lines
            script.drawCurved = EditorGUILayout.Toggle("Draw Smooth Lines", script.drawCurved);
            //checkbox field for drawing waypoint direction rotation
            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);

            //path length label, show calculated path length
            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
            EditorGUILayout.Space();
            DetailSettings();
            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();
            }

            //update use of child transforms as waypoints
            if (GUILayout.Button("Update Path from Children"))
            {
                Undo.RecordObject(script, "Update Waypoints");
                script.Create();
                SceneView.RepaintAll();
            }

            EditorGUILayout.Space();

            EditorGUILayout.BeginHorizontal();
            //button to rename waypoints to current index order
            if (GUILayout.Button("Rename Waypoints"))
            {
                string   wpName = string.Empty;
                string[] nameSplit;

                for (int i = 0; i < script.bPoints.Count; i++)
                {
                    //cache name and split into strings
                    wpName    = script.bPoints[i].wp.name;
                    nameSplit = wpName.Split(' ');

                    //ignore custom names and just rename
                    if (!script.skipCustomNames)
                    {
                        wpName = "Waypoint " + i;
                    }
                    else if (nameSplit.Length == 2 && nameSplit[0] == "Waypoint")
                    {
                        //try parsing the current index and rename,
                        //not ignoring custom names here
                        int index;
                        if (int.TryParse(nameSplit[1], out index))
                        {
                            wpName = nameSplit[0] + " " + i;
                        }
                    }

                    //set the desired index or leave it
                    script.bPoints[i].wp.name = wpName;
                }
            }

            EditorGUILayout.LabelField("Skip Custom", GUILayout.Width(80));
            script.skipCustomNames = EditorGUILayout.Toggle(script.skipCustomNames, GUILayout.Width(20));
            EditorGUILayout.EndHorizontal();

            //button to move all waypoints down to the ground
            if (GUILayout.Button("Place to Ground"))
            {
                //for each waypoint of this path
                foreach (BezierPoint bp in script.bPoints)
                {
                    //define ray to cast downwards waypoint position
                    Ray ray = new Ray(bp.wp.position + new Vector3(0, 2f, 0), -Vector3.up);
                    Undo.RecordObject(bp.wp, "PlaceToGround");

                    RaycastHit hit;
                    //cast ray against ground, if it hit:
                    if (Physics.Raycast(ray, out hit, 100))
                    {
                        //position waypoint to hit point
                        bp.wp.position = hit.point;
                    }

                    //also try to raycast against 2D colliders
                    RaycastHit2D hit2D = Physics2D.Raycast(ray.origin, -Vector2.up, 100);
                    if (hit2D)
                    {
                        bp.wp.position = new Vector3(hit2D.point.x, hit2D.point.y, bp.wp.position.z);
                    }
                }
            }

            //invert direction of whole path
            if (GUILayout.Button("Invert Direction"))
            {
                Undo.RecordObject(script, "Invert");

                //to reverse the whole path we need to know where the waypoints were before
                //for this purpose a new copy must be created
                BezierPoint[] waypointCache = new BezierPoint[script.bPoints.Count];
                for (int i = 0; i < waypointCache.Length; i++)
                {
                    waypointCache[i] = script.bPoints[i];
                }

                //reverse order based on the old list
                for (int i = 0; i < waypointCache.Length; i++)
                {
                    BezierPoint currentPoint = script.bPoints[waypointCache.Length - 1 - i];
                    script.bPoints[waypointCache.Length - 1 - i] = waypointCache[i];
                    Vector3 leftHandle = currentPoint.cp[0].position;

                    Undo.RecordObject(currentPoint.cp[0], "Invert");
                    Undo.RecordObject(currentPoint.cp[1], "Invert");

                    currentPoint.cp[0].position = currentPoint.cp[1].position;
                    currentPoint.cp[1].position = leftHandle;
                }
            }

            //orient waypoints to the path in forward direction
            if (GUILayout.Button("Rotate Waypoints To Path"))
            {
                Undo.RecordObject(script, "Rotate Waypoints");

                for (int i = 0; i < script.bPoints.Count; i++)
                {
                    //save child rotations before applying waypoint rotation
                    Vector3[] globalPos = new Vector3[script.bPoints[i].wp.childCount];
                    for (int j = 0; j < globalPos.Length; j++)
                    {
                        globalPos[j] = script.bPoints[i].wp.GetChild(j).position;
                    }

                    if (i == script.bPoints.Count - 1)
                    {
                        script.bPoints[i].wp.rotation = script.bPoints[i - 1].wp.rotation;
                    }
                    else
                    {
                        script.bPoints[i].wp.LookAt(script.bPoints[i + 1].wp);
                    }

                    //restore previous location after rotation
                    for (int j = 0; j < globalPos.Length; j++)
                    {
                        script.bPoints[i].wp.GetChild(j).position = globalPos[j];
                    }
                }
            }

            EditorGUILayout.Space();

            //draw object field for new waypoint object
            script.replaceObject = (GameObject)EditorGUILayout.ObjectField("Replace Object", script.replaceObject, typeof(GameObject), true);

            //replace all waypoints with the prefab
            if (GUILayout.Button("Replace Waypoints with Object"))
            {
                ReplaceWaypoints();
            }

            //recalculate on inspector changes
            if (GUI.changed)
            {
                script.CalculatePath();
                EditorUtility.SetDirty(target);
            }
        }
        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);
            }
        }