예제 #1
0
    //----------------------------------------------------------

    #region Override Methods
    //自定义属性面板
    public override void OnInspectorGUI()
    {
        //所选目标
        AIWallPointNetWork network = target as AIWallPointNetWork;

        //定制枚举变量编辑器样式
        network.DisPlayMode =
            (AIWallPointNetWork.NetWorkDisPlayMode)EditorGUILayout.EnumPopup("DisPlayMode", network.DisPlayMode);

        //只有在PATH模式下才能操作from,to
        if (network.DisPlayMode == AIWallPointNetWork.NetWorkDisPlayMode.Path)
        {
            //定制滑动条
            network.From = EditorGUILayout.IntSlider("Start", network.From, 0, network.WallPoints.Count - 1);
            network.To   = EditorGUILayout.IntSlider("End", network.To, 0, network.WallPoints.Count - 1);
        }

        //绘制出原有默认的属性面板,当然已经声明了[HideInInspector]的字段不会被绘制,而是进行自定义绘制
        DrawDefaultInspector();
    }
예제 #2
0
    //自定义场景显示
    private void OnSceneGUI()
    {
        AIWallPointNetWork network = target as AIWallPointNetWork;

        //给所有的路径点在场景中显示名称
        for (int i = 0; i < network.WallPoints.Count; i++)
        {
            if (network.WallPoints[i] != null)
            {
                Handles.Label(network.WallPoints[i].transform.position, "WallPoint" + i.ToString());
            }
        }

        //该数组存储所有路径点的位置信息,由于要实现环形连接,所以要加多一个长度
        Vector3[] LineWallPoints = new Vector3[network.WallPoints.Count + 1];

        //环形连接模式
        if (network.DisPlayMode == AIWallPointNetWork.NetWorkDisPlayMode.Connect)
        {
            for (int i = 0; i <= network.WallPoints.Count; i++)
            {
                //最后一个值归零,也就是连接回原点
                int index = i != network.WallPoints.Count ? i : 0;
                if (network.WallPoints[index] != null)
                {
                    LineWallPoints[i] = network.WallPoints[index].position;
                }
                else
                {
                    LineWallPoints[i] = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
                }
            }

            //颜色定制
            Handles.color = Color.yellow;
            //开始绘制线条
            Handles.DrawPolyLine(LineWallPoints);
        }

        //PATH模式下,所选的两个路经点会自动绘制出最佳路径,而不是单纯的直线连接
        else if (network.DisPlayMode == AIWallPointNetWork.NetWorkDisPlayMode.Path)
        {
            //导航系统计算的路径
            NavMeshPath Path = new NavMeshPath();

            if (network.WallPoints[network.From] != null && network.WallPoints[network.To] != null)
            {
                //起始点的位置
                Vector3 from = network.WallPoints[network.From].position;
                //目标点的位置
                Vector3 to = network.WallPoints[network.To].position;
                //开始路径计算,路径点存储在corners里
                NavMesh.CalculatePath(from, to, NavMesh.AllAreas, Path);
            }

            //颜色定制,不同模式颜色最好不一样,便于识别
            Handles.color = Color.cyan;
            //开始绘制路线
            Handles.DrawPolyLine(Path.corners);
        }
    }