public override void OnInspectorGUI(NavGraph target) { GridGraph graph = target as GridGraph; //GUILayout.BeginHorizontal (); //GUILayout.BeginVertical (); Rect lockRect; Rect tmpLockRect; GUIStyle lockStyle = AstarPathEditor.astarSkin.FindStyle("GridSizeLock"); if (lockStyle == null) { lockStyle = new GUIStyle(); } bool sizeSelected1 = false; bool sizeSelected2 = false; #if UNITY_4 int newWidth = IntField(new GUIContent("Width (nodes)", "Width of the graph in nodes"), graph.width, 100, 0, out lockRect, out sizeSelected1); int newDepth = IntField(new GUIContent("Depth (nodes)", "Depth (or height you might also call it) of the graph in nodes"), graph.depth, 100, 0, out tmpLockRect, out sizeSelected2); #else int newWidth = IntField(new GUIContent("Width (nodes)", "Width of the graph in nodes"), graph.width, 50, 0, out lockRect, out sizeSelected1); int newDepth = IntField(new GUIContent("Depth (nodes)", "Depth (or height you might also call it) of the graph in nodes"), graph.depth, 50, 0, out tmpLockRect, out sizeSelected2); #endif //Rect r = GUILayoutUtility.GetRect (0,0,lockStyle); lockRect.width = lockStyle.fixedWidth; lockRect.height = lockStyle.fixedHeight; lockRect.x += lockStyle.margin.left; lockRect.y += lockStyle.margin.top; locked = GUI.Toggle(lockRect, locked, new GUIContent("", "If the width and depth values are locked, changing the node size will scale the grid which keeping the number of nodes consistent instead of keeping the size the same and changing the number of nodes in the graph"), lockStyle); //GUILayout.EndHorizontal (); if (newWidth != graph.width || newDepth != graph.depth) { SnapSizeToNodes(newWidth, newDepth, graph); } GUI.SetNextControlName("NodeSize"); newNodeSize = EditorGUILayout.FloatField(new GUIContent("Node size", "The size of a single node. The size is the side of the node square in world units"), graph.nodeSize); newNodeSize = newNodeSize <= 0.01F ? 0.01F : newNodeSize; float prevRatio = graph.aspectRatio; graph.aspectRatio = EditorGUILayout.FloatField(new GUIContent("Aspect Ratio", "Scaling of the nodes width/depth ratio. Good for isometric games"), graph.aspectRatio); //if ((GUI.GetNameOfFocusedControl () != "NodeSize" && Event.current.type == EventType.Repaint) || Event.current.keyCode == KeyCode.Return) { //Debug.Log ("Node Size Not Selected " + Event.current.type); if (graph.nodeSize != newNodeSize || prevRatio != graph.aspectRatio) { if (!locked) { graph.nodeSize = newNodeSize; Matrix4x4 oldMatrix = graph.matrix; graph.GenerateMatrix(); if (graph.matrix != oldMatrix) { //Rescann the graphs //AstarPath.active.AutoScan (); GUI.changed = true; } } else { float delta = newNodeSize / graph.nodeSize; graph.nodeSize = newNodeSize; graph.unclampedSize = new Vector2(newWidth * graph.nodeSize, newDepth * graph.nodeSize); Vector3 newCenter = graph.matrix.MultiplyPoint3x4(new Vector3((newWidth / 2F) * delta, 0, (newDepth / 2F) * delta)); graph.center = newCenter; graph.GenerateMatrix(); //Make sure the width & depths stay the same graph.width = newWidth; graph.depth = newDepth; AstarPath.active.AutoScan(); } } //} Vector3 pivotPoint; Vector3 diff; EditorGUIUtility.LookLikeControls(); #if !UNITY_4 EditorGUILayoutx.BeginIndent(); #else GUILayout.BeginHorizontal(); #endif switch (pivot) { case GridPivot.Center: graph.center = EditorGUILayout.Vector3Field("Center", graph.center); break; case GridPivot.TopLeft: pivotPoint = graph.matrix.MultiplyPoint3x4(new Vector3(0, 0, graph.depth)); diff = pivotPoint - graph.center; pivotPoint = EditorGUILayout.Vector3Field("Top-Left", pivotPoint); graph.center = pivotPoint - diff; break; case GridPivot.TopRight: pivotPoint = graph.matrix.MultiplyPoint3x4(new Vector3(graph.width, 0, graph.depth)); diff = pivotPoint - graph.center; pivotPoint = EditorGUILayout.Vector3Field("Top-Right", pivotPoint); graph.center = pivotPoint - diff; break; case GridPivot.BottomLeft: pivotPoint = graph.matrix.MultiplyPoint3x4(new Vector3(0, 0, 0)); diff = pivotPoint - graph.center; pivotPoint = EditorGUILayout.Vector3Field("Bottom-Left", pivotPoint); graph.center = pivotPoint - diff; break; case GridPivot.BottomRight: pivotPoint = graph.matrix.MultiplyPoint3x4(new Vector3(graph.width, 0, 0)); diff = pivotPoint - graph.center; pivotPoint = EditorGUILayout.Vector3Field("Bottom-Right", pivotPoint); graph.center = pivotPoint - diff; break; } graph.GenerateMatrix(); pivot = PivotPointSelector(pivot); #if !UNITY_4 EditorGUILayoutx.EndIndent(); EditorGUILayoutx.BeginIndent(); #else GUILayout.EndHorizontal(); #endif graph.rotation = EditorGUILayout.Vector3Field("Rotation", graph.rotation); //Add some space to make the Rotation and postion fields be better aligned (instead of the pivot point selector) GUILayout.Space(19 + 7); //GUILayout.EndHorizontal (); #if !UNITY_4 EditorGUILayoutx.EndIndent(); #endif EditorGUIUtility.LookLikeInspector(); if (GUILayout.Button(new GUIContent("Snap Size", "Snap the size to exactly fit nodes"), GUILayout.MaxWidth(100), GUILayout.MaxHeight(16))) { SnapSizeToNodes(newWidth, newDepth, graph); } Separator(); graph.cutCorners = EditorGUILayout.Toggle(new GUIContent("Cut Corners", "Enables or disables cutting corners. See docs for image example"), graph.cutCorners); graph.neighbours = (NumNeighbours)EditorGUILayout.EnumPopup(new GUIContent("Connections", "Sets how many connections a node should have to it's neighbour nodes."), graph.neighbours); //GUILayout.BeginHorizontal (); //EditorGUILayout.PrefixLabel ("Max Climb"); graph.maxClimb = EditorGUILayout.FloatField(new GUIContent("Max Climb", "How high, relative to the graph, should a climbable level be. A zero (0) indicates infinity"), graph.maxClimb); EditorGUI.indentLevel++; graph.maxClimbAxis = EditorGUILayout.IntPopup(new GUIContent("Climb Axis", "Determines which axis the above setting should test on"), graph.maxClimbAxis, new GUIContent[3] { new GUIContent("X"), new GUIContent("Y"), new GUIContent("Z") }, new int[3] { 0, 1, 2 }); EditorGUI.indentLevel--; //GUILayout.EndHorizontal (); graph.maxSlope = EditorGUILayout.Slider(new GUIContent("Max Slope", "Sets the max slope in degrees for a point to be walkable. Only enabled if Height Testing is enabled."), graph.maxSlope, 0, 90F); graph.erodeIterations = EditorGUILayout.IntField(new GUIContent("Erode iterations", "Sets how many times the graph should be eroded. This adds extra margin to objects. This will not work when using Graph Updates, so if you can, use the Diameter setting in collision settings instead"), graph.erodeIterations); graph.erodeIterations = graph.erodeIterations > 16 ? 16 : graph.erodeIterations; //Clamp iterations to 16 graph.erosionUseTags = EditorGUILayout.Toggle(new GUIContent("Erosion Uses Tags", "Instead of making nodes unwalkable, " + "nodes will have their tag set to a value corresponding to their erosion level, " + "which is a quite good measurement of their distance to the closest wall."), graph.erosionUseTags); if (graph.erosionUseTags) { EditorGUI.indentLevel++; graph.erosionFirstTag = EditorGUILayoutx.SingleTagField("First Tag", graph.erosionFirstTag); EditorGUI.indentLevel--; } DrawCollisionEditor(graph.collision); Separator(); showExtra = EditorGUILayout.Foldout(showExtra, "Extra"); if (showExtra) { EditorGUI.indentLevel += 2; graph.penaltyAngle = ToggleGroup(new GUIContent("Angle Penalty", "Adds a penalty based on the slope of the node"), graph.penaltyAngle); //bool preGUI = GUI.enabled; //GUI.enabled = graph.penaltyAngle && GUI.enabled; if (graph.penaltyAngle) { EditorGUI.indentLevel++; graph.penaltyAngleFactor = EditorGUILayout.FloatField(new GUIContent("Factor", "Scale of the penalty. A negative value should not be used"), graph.penaltyAngleFactor); //GUI.enabled = preGUI; HelpBox("Applies penalty to nodes based on the angle of the hit surface during the Height Testing"); EditorGUI.indentLevel--; } graph.penaltyPosition = ToggleGroup("Position Penalty", graph.penaltyPosition); //EditorGUILayout.Toggle ("Position Penalty",graph.penaltyPosition); //preGUI = GUI.enabled; //GUI.enabled = graph.penaltyPosition && GUI.enabled; if (graph.penaltyPosition) { EditorGUI.indentLevel++; graph.penaltyPositionOffset = EditorGUILayout.FloatField("Offset", graph.penaltyPositionOffset); graph.penaltyPositionFactor = EditorGUILayout.FloatField("Factor", graph.penaltyPositionFactor); HelpBox("Applies penalty to nodes based on their Y coordinate\nSampled in Int3 space, i.e it is multiplied with Int3.Precision first (" + Int3.Precision + ")\n" + "Be very careful when using negative values since a negative penalty will underflow and instead get really high"); //GUI.enabled = preGUI; EditorGUI.indentLevel--; } if (textureVisible) { DrawTextureData(graph.textureData, graph); } EditorGUI.indentLevel -= 2; } }