ToggleUseWorldSpace() public method

public ToggleUseWorldSpace ( ) : void
return void
コード例 #1
0
    public override void OnInspectorGUI()
    {
        GraphUpdateScene script = target as GraphUpdateScene;

#if !UNITY_LE_4_3
        Undo.RecordObject(script, "modify settings on GraphUpdateObject");
#endif

        if (script.points == null)
        {
            script.points = new Vector3[0];
        }

        if (script.points == null || script.points.Length == 0)
        {
            if (script.GetComponent <Collider>() != null)
            {
                EditorGUILayout.HelpBox("No points, using collider.bounds", MessageType.Info);
            }
            else if (script.GetComponent <Renderer>() != null)
            {
                EditorGUILayout.HelpBox("No points, using renderer.bounds", MessageType.Info);
            }
            else
            {
                EditorGUILayout.HelpBox("No points and no collider or renderer attached, will not affect anything\nPoints can be added using the transform tool and holding shift", MessageType.Warning);
            }
        }

        Vector3[] prePoints = script.points;

#if UNITY_4
        EditorGUILayout.PropertyField(serializedObject.FindProperty("points"), true);
        if (GUI.changed)
        {
            serializedObject.ApplyModifiedProperties();
        }
#else
        DrawDefaultInspector();
#endif

#if UNITY_LE_4_3
        EditorGUI.indentLevel = 1;
#else
        EditorGUI.indentLevel = 0;
#endif

        script.updatePhysics = EditorGUILayout.Toggle(new GUIContent("Update Physics", "Perform similar calculations on the nodes as during scan.\n" +
                                                                     "Grid Graphs will update the position of the nodes and also check walkability using collision.\nSee online documentation for more info."), script.updatePhysics);

        if (script.updatePhysics)
        {
            EditorGUI.indentLevel++;
            script.resetPenaltyOnPhysics = EditorGUILayout.Toggle(new GUIContent("Reset Penalty On Physics", "Will reset the penalty to the default value during the update."), script.resetPenaltyOnPhysics);
            EditorGUI.indentLevel--;
        }

        script.updateErosion = EditorGUILayout.Toggle(new GUIContent("Update Erosion", "Recalculate erosion for grid graphs.\nSee online documentation for more info"), script.updateErosion);

        if (prePoints != script.points)
        {
            script.RecalcConvex();
            HandleUtility.Repaint();
        }

        bool preConvex = script.convex;
        script.convex = EditorGUILayout.Toggle(new GUIContent("Convex", "Sets if only the convex hull of the points should be used or the whole polygon"), script.convex);
        if (script.convex != preConvex)
        {
            script.RecalcConvex(); HandleUtility.Repaint();
        }

        script.minBoundsHeight = EditorGUILayout.FloatField(new GUIContent("Min Bounds Height", "Defines a minimum height to be used for the bounds of the GUO.\nUseful if you define points in 2D (which would give height 0)"), script.minBoundsHeight);
        script.applyOnStart    = EditorGUILayout.Toggle("Apply On Start", script.applyOnStart);
        script.applyOnScan     = EditorGUILayout.Toggle("Apply On Scan", script.applyOnScan);

        script.modifyWalkability = EditorGUILayout.Toggle(new GUIContent("Modify walkability", "If true, walkability of all nodes will be modified"), script.modifyWalkability);
        if (script.modifyWalkability)
        {
            EditorGUI.indentLevel++;
            script.setWalkability = EditorGUILayout.Toggle(new GUIContent("Walkability", "Nodes' walkability will be set to this value"), script.setWalkability);
            EditorGUI.indentLevel--;
        }

        script.penaltyDelta = EditorGUILayout.IntField(new GUIContent("Penalty Delta", "A penalty will be added to the nodes, usually you need very large values, at least 1000-10000.\n" +
                                                                      "A higher penalty will mean that agents will try to avoid those nodes."), script.penaltyDelta);

        if (script.penaltyDelta < 0)
        {
            EditorGUILayout.HelpBox("Be careful when lowering the penalty. Negative penalties are not supported and will instead underflow and get really high.\n" +
                                    "You can set an initial penalty on graphs (see their settings) and then lower them like this to get regions which are easier to traverse.", MessageType.Warning);
        }

        script.modifyTag = EditorGUILayout.Toggle(new GUIContent("Modify Tags", "Should the tags of the nodes be modified"), script.modifyTag);
        if (script.modifyTag)
        {
            EditorGUI.indentLevel++;
            script.setTag = EditorGUILayout.Popup("Set Tag", script.setTag, AstarPath.FindTagNames());
            EditorGUI.indentLevel--;
        }

        if (GUILayout.Button("Tags can be used to restrict which units can walk on what ground. Click here for more info", "HelpBox"))
        {
            Application.OpenURL(AstarPathEditor.GetURL("tags"));
        }

        EditorGUILayout.Separator();

        bool worldSpace = EditorGUILayout.Toggle(new GUIContent("Use World Space", "Specify coordinates in world space or local space. When using local space you can move the GameObject " +
                                                                "around and the points will follow.\n" +
                                                                "Some operations, like calculating the convex hull, and snapping to Y will change axis depending on how the object is rotated if world space is not used."
                                                                ), script.useWorldSpace);
        if (worldSpace != script.useWorldSpace)
        {
#if !UNITY_LE_4_3
            Undo.RecordObject(script, "switch use-world-space");
#endif
            script.ToggleUseWorldSpace();
        }

#if UNITY_4
        EditorGUI.BeginChangeCheck();
#endif
        script.lockToY = EditorGUILayout.Toggle("Lock to Y", script.lockToY);

        if (script.lockToY)
        {
            EditorGUI.indentLevel++;
            script.lockToYValue = EditorGUILayout.FloatField("Lock to Y value", script.lockToYValue);
            EditorGUI.indentLevel--;

#if !UNITY_LE_4_3
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(script, "change Y locking");
            }
#endif
            script.LockToY();
        }

        EditorGUILayout.Separator();

        if (GUILayout.Button("Clear all points"))
        {
#if UNITY_LE_4_3
            Undo.RegisterUndo(script, "Removed All Points");
#endif
            script.points = new Vector3[0];
            EditorUtility.SetDirty(target);
            script.RecalcConvex();
        }

        if (GUI.changed)
        {
                        #if UNITY_LE_4_3
            Undo.RegisterUndo(script, "Modify Settings on GraphUpdateObject");
                        #endif
            EditorUtility.SetDirty(target);
        }
    }
コード例 #2
0
    public override void OnInspectorGUI()
    {
        GraphUpdateScene script = target as GraphUpdateScene;

        if (script.points == null)
        {
            script.points = new Vector3[0];
        }

        Vector3[] prePoints = script.points;
        DrawDefaultInspector();
        EditorGUI.indentLevel = 1;

        if (prePoints != script.points)
        {
            script.RecalcConvex(); HandleUtility.Repaint();
        }

        bool preConvex = script.convex;

        script.convex = EditorGUILayout.Toggle(new GUIContent("Convex", "Sets if only the convex hull of the points should be used or the whole polygon"), script.convex);
        if (script.convex != preConvex)
        {
            script.RecalcConvex(); HandleUtility.Repaint();
        }

        script.minBoundsHeight = EditorGUILayout.FloatField(new GUIContent("Min Bounds Height", "Defines a minimum height to be used for the bounds of the GUO.\nUseful if you define points in 2D (which would give height 0)"), script.minBoundsHeight);
        script.applyOnStart    = EditorGUILayout.Toggle("Apply On Start", script.applyOnStart);
        script.applyOnScan     = EditorGUILayout.Toggle("Apply On Scan", script.applyOnScan);

        script.modifyWalkability = EditorGUILayout.Toggle("Modify walkability", script.modifyWalkability);
        if (script.modifyWalkability)
        {
            EditorGUI.indentLevel++;
            script.setWalkability = EditorGUILayout.Toggle("Walkability", script.setWalkability);
            EditorGUI.indentLevel--;
        }

        script.penaltyDelta = EditorGUILayout.IntField("Penalty Delta", script.penaltyDelta);

        if (script.penaltyDelta < 0)
        {
            GUILayout.Label("Be careful when lowering the penalty. Negative penalties are not supported and will instead underflow and get really high.", "HelpBox");
        }

        bool worldSpace = EditorGUILayout.Toggle(new GUIContent("Use World Space", "Specify coordinates in world space or local space. When using local space you can move the GameObject around and the points will follow"
                                                                ), script.useWorldSpace);

        if (worldSpace != script.useWorldSpace)
        {
            script.ToggleUseWorldSpace();
        }

        script.modifyTag = EditorGUILayout.Toggle(new GUIContent("Modify Tags", "Should the tags of the nodes be modified"), script.modifyTag);
        if (script.modifyTag)
        {
            EditorGUI.indentLevel++;
            script.setTag = EditorGUILayout.Popup("Set Tag", script.setTag, AstarPath.FindTagNames());
            EditorGUI.indentLevel--;
        }

        //GUI.color = Color.red;
        if (GUILayout.Button("Tags can be used to restrict which units can walk on what ground. Click here for more info", "HelpBox"))
        {
            Application.OpenURL(AstarPathEditor.GetURL("tags"));
        }

        //GUI.color = Color.white;

        EditorGUILayout.Separator();

        //GUILayout.Space (0);
        //GUI.Toggle (r,script.lockToY,"","Button");
        script.lockToY = EditorGUILayout.Toggle("Lock to Y", script.lockToY);

        if (script.lockToY)
        {
            EditorGUI.indentLevel++;
            script.lockToYValue = EditorGUILayout.FloatField("Lock to Y value", script.lockToYValue);
            EditorGUI.indentLevel--;
            script.LockToY();
        }

        EditorGUILayout.Separator();

        if (GUI.changed)
        {
            Undo.RegisterUndo(script, "Modify Settings on GraphUpdateObject");
            EditorUtility.SetDirty(target);
        }

        if (GUILayout.Button("Clear all points"))
        {
            Undo.RegisterUndo(script, "Removed All Points");
            script.points = new Vector3[0];
            script.RecalcConvex();
        }
    }