/** Draws an integer field */ public int IntField(GUIContent label, int value, int offset, int adjust, out Rect r) { GUIStyle intStyle = EditorStyles.numberField; EditorGUILayoutx.BeginIndent(); Rect r1 = GUILayoutUtility.GetRect(label, intStyle); Rect r2 = GUILayoutUtility.GetRect(new GUIContent(value.ToString()), intStyle); EditorGUILayoutx.EndIndent(); r2.width += (r2.x - r1.x); r2.x = r1.x + offset; r2.width -= offset + offset + adjust; r = new Rect(); r.x = r2.x + r2.width; r.y = r1.y; r.width = offset; r.height = r1.height; GUI.SetNextControlName("IntField_" + label.text); value = EditorGUI.IntField(r2, "", value); bool on = GUI.GetNameOfFocusedControl() == "IntField_" + label.text; if (Event.current.type == EventType.Repaint) { intStyle.Draw(r1, label, false, false, false, on); } return(value); }
//public GameObject meshRenderer; public override void OnInspectorGUI(NavGraph target) { NavMeshGraph graph = target as NavMeshGraph; /* #if UNITY_3_3 * graph.sourceMesh = EditorGUILayout.ObjectField ("Source Mesh",graph.sourceMesh,typeof(Mesh)) as Mesh; #else * graph.sourceMesh = EditorGUILayout.ObjectField ("Source Mesh",graph.sourceMesh,typeof(Mesh), true) as Mesh; #endif */ graph.sourceMesh = ObjectField("Source Mesh", graph.sourceMesh, typeof(Mesh), false) as Mesh; #if UNITY_LE_4_3 EditorGUIUtility.LookLikeControls(); EditorGUILayoutx.BeginIndent(); #endif graph.offset = EditorGUILayout.Vector3Field("Offset", graph.offset); #if UNITY_LE_4_3 EditorGUILayoutx.EndIndent(); EditorGUILayoutx.BeginIndent(); #endif graph.rotation = EditorGUILayout.Vector3Field("Rotation", graph.rotation); #if UNITY_LE_4_3 EditorGUILayoutx.EndIndent(); EditorGUIUtility.LookLikeInspector(); #endif graph.scale = EditorGUILayout.FloatField(new GUIContent("Scale", "Scale of the mesh"), graph.scale); graph.scale = (graph.scale <0.01F && graph.scale> -0.01F) ? (graph.scale >= 0 ? 0.01F : -0.01F) : graph.scale; graph.accurateNearestNode = EditorGUILayout.Toggle(new GUIContent("Accurate Nearest Node Queries", "More accurate nearest node queries. See docs for more info"), graph.accurateNearestNode); }
public override void OnInspectorGUI(NavGraph target) { GridGraph graph = target as GridGraph; //GUILayout.BeginHorizontal (); //GUILayout.BeginVertical (); Rect lockRect; GUIStyle lockStyle = AstarPathEditor.astarSkin.FindStyle("GridSizeLock"); if (lockStyle == null) { lockStyle = new GUIStyle(); } #if !UNITY_LE_4_3 || true GUILayout.BeginHorizontal(); GUILayout.BeginVertical(); int newWidth = EditorGUILayout.IntField(new GUIContent("Width (nodes)", "Width of the graph in nodes"), graph.width); int newDepth = EditorGUILayout.IntField(new GUIContent("Depth (nodes)", "Depth (or height you might also call it) of the graph in nodes"), graph.depth); GUILayout.EndVertical(); lockRect = GUILayoutUtility.GetRect(lockStyle.fixedWidth, lockStyle.fixedHeight); // Add a small offset to make it better centred around the controls lockRect.y += 3; GUILayout.EndHorizontal(); // All the layouts mess up the margin to the next control, so add it manually GUILayout.Space(2); #elif UNITY_4 Rect tmpLockRect; 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 Rect tmpLockRect; 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 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 (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; AutoScan(); } } Vector3 pivotPoint; Vector3 diff; #if UNITY_LE_4_3 EditorGUIUtility.LookLikeControls(); #endif #if !UNITY_4 EditorGUILayoutx.BeginIndent(); #else GUILayout.BeginHorizontal(); #endif switch (pivot) { case GridPivot.Center: graph.center = RoundVector3(graph.center); graph.center = EditorGUILayout.Vector3Field("Center", graph.center); break; case GridPivot.TopLeft: pivotPoint = graph.matrix.MultiplyPoint3x4(new Vector3(0, 0, graph.depth)); pivotPoint = RoundVector3(pivotPoint); 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)); pivotPoint = RoundVector3(pivotPoint); 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)); pivotPoint = RoundVector3(pivotPoint); 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)); pivotPoint = RoundVector3(pivotPoint); 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); #if UNITY_LE_4_3 //Add some space to make the Rotation and postion fields be better aligned (instead of the pivot point selector) //GUILayout.Space (19+7); #endif //GUILayout.EndHorizontal (); #if !UNITY_4 EditorGUILayoutx.EndIndent(); #endif #if UNITY_LE_4_3 EditorGUIUtility.LookLikeInspector(); #endif 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); if (graph.maxClimb < 0) { graph.maxClimb = 0; } 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--; if (graph.maxClimb > 0 && Mathf.Abs((Quaternion.Euler(graph.rotation) * new Vector3(graph.nodeSize, 0, graph.nodeSize))[graph.maxClimbAxis]) > graph.maxClimb) { EditorGUILayout.HelpBox("Nodes are spaced further apart than this in the grid. You might want to increase this value or change the axis", MessageType.Warning); } //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("Erosion 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 < 0 ? 0 : (graph.erodeIterations > 16 ? 16 : graph.erodeIterations); //Clamp iterations to [0,16] if (graph.erodeIterations > 0) { EditorGUI.indentLevel++; 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.\nSee online documentation for more info."), graph.erosionUseTags); if (graph.erosionUseTags) { EditorGUI.indentLevel++; graph.erosionFirstTag = EditorGUILayoutx.SingleTagField("First Tag", graph.erosionFirstTag); EditorGUI.indentLevel--; } EditorGUI.indentLevel--; } DrawCollisionEditor(graph.collision); if (graph.collision.use2D) { if (Mathf.Abs(Vector3.Dot(Vector3.forward, Quaternion.Euler(graph.rotation) * Vector3.up)) < 0.9f) { EditorGUILayout.HelpBox("When using 2D it is recommended to rotate the graph so that it aligns with the 2D plane.", MessageType.Warning); } } 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; } }
public override void OnInspectorGUI(NavGraph target) { PointGraph graph = target as PointGraph; /* #if UNITY_3_3 * graph.root = (Transform)EditorGUILayout.ObjectField (new GUIContent ("Root","All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"),graph.root,typeof(Transform)); #else * graph.root = (Transform)EditorGUILayout.ObjectField (new GUIContent ("Root","All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"),graph.root,typeof(Transform),true); #endif */ //Debug.Log (EditorGUI.indentLevel); graph.root = ObjectField(new GUIContent("Root", "All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"), graph.root, typeof(Transform), true) as Transform; graph.recursive = EditorGUILayout.Toggle(new GUIContent("Recursive", "Should childs of the childs in the root GameObject be searched"), graph.recursive); graph.searchTag = EditorGUILayout.TagField(new GUIContent("Tag", "If root is not set, all objects with this tag will be used as nodes"), graph.searchTag); #if UNITY_4 if (graph.root != null) { EditorGUILayout.HelpBox("All childs " + (graph.recursive ? "and sub-childs ":"") + "of 'root' will be used as nodes\nSet root to null to use a tag search instead", MessageType.None); } else { EditorGUILayout.HelpBox("All object with the tag '" + graph.searchTag + "' will be used as nodes" + (graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), MessageType.None); } #else if (graph.root != null) { GUILayout.Label("All childs " + (graph.recursive ? "and sub-childs ":"") + "of 'root' will be used as nodes\nSet root to null to use a tag search instead", AstarPathEditor.helpBox); } else { GUILayout.Label("All object with the tag '" + graph.searchTag + "' will be used as nodes" + (graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), AstarPathEditor.helpBox); } #endif graph.maxDistance = EditorGUILayout.FloatField(new GUIContent("Max Distance", "The max distance in world space for a connection to be valid. A zero counts as infinity"), graph.maxDistance); #if UNITY_LE_4_3 EditorGUIUtility.LookLikeControls(); #endif #if UNITY_4 graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits); #else EditorGUILayoutx.BeginIndent(); graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits); EditorGUILayoutx.EndIndent(); #endif #if UNITY_LE_4_3 EditorGUIUtility.LookLikeInspector(); #endif graph.raycast = EditorGUILayout.Toggle(new GUIContent("Raycast", "Use raycasting to check if connections are valid between each pair of nodes"), graph.raycast); //EditorGUILayoutx.FadeArea fade = editor.GUILayoutx.BeginFadeArea (graph.raycast,"raycast"); //if ( fade.Show () ) { if (graph.raycast) { EditorGUI.indentLevel++; graph.use2DPhysics = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "If enabled, all raycasts will use the Unity 2D Physics API instead of the 3D one."), graph.use2DPhysics); graph.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "A thick raycast checks along a thick line with radius instead of just along a line"), graph.thickRaycast); //editor.GUILayoutx.BeginFadeArea (graph.thickRaycast,"thickRaycast"); if (graph.thickRaycast) { graph.thickRaycastRadius = EditorGUILayout.FloatField(new GUIContent("Raycast Radius", "The radius in world units for the thick raycast"), graph.thickRaycastRadius); } //editor.GUILayoutx.EndFadeArea (); //graph.mask = 1 << EditorGUILayout.LayerField ("Mask",(int)Mathf.Log (graph.mask,2)); graph.mask = EditorGUILayoutx.LayerMaskField(/*new GUIContent (*/ "Mask" /*,"Used to mask which layers should be checked")*/, graph.mask); EditorGUI.indentLevel--; } //editor.GUILayoutx.EndFadeArea (); }