public virtual void EditAIBehaviorData(AIBehavior behavior) { string[] IdleDataNameArray = this.AI.Unit.IdleData.Select(x => x.Name).ToArray <string> (); string[] AttackDataNameArray = this.AI.Unit.AttackData.Select(x => x.Name).ToArray <string> (); string[] MoveDataNameArray = this.AI.Unit.MoveData.Select(x => x.Name).ToArray <string> (); string[] SceneWaypointNameArray = Object.FindObjectsOfType(typeof(WayPoint)).Select(x => x.name).ToArray(); SceneWaypointNameArray.OrderBy(x => x.ToString()); int idx = 0; switch (behavior.Type) { case AIBehaviorType.Idle: if (IdleDataNameArray == null || IdleDataNameArray.Length == 0) { EditorGUILayout.LabelField("!!!There is no Idle Data defined in this Unit!!!"); } else { idx = IndexOfArray <string> (IdleDataNameArray, behavior.IdleDataName); idx = EditorGUILayout.Popup("Use Idle data:", idx, IdleDataNameArray); behavior.IdleDataName = IdleDataNameArray [idx]; } break; case AIBehaviorType.MoveToTransform: if (MoveDataNameArray == null || MoveDataNameArray.Length == 0) { EditorGUILayout.LabelField("!!!There is no Move Data defined in this Unit!!!"); } else { idx = IndexOfArray <string> (MoveDataNameArray, behavior.MoveDataName); idx = EditorGUILayout.Popup("Use Move data:", idx, MoveDataNameArray); behavior.MoveDataName = MoveDataNameArray [idx]; behavior.MoveToTarget = (Transform)EditorGUILayout.ObjectField(new GUIContent("Move to target", ""), behavior.MoveToTarget, typeof(Transform)); } break; case AIBehaviorType.MoveAtDirection: if (MoveDataNameArray == null || MoveDataNameArray.Length == 0) { EditorGUILayout.LabelField("!!!There is no Move Data defined in this Unit!!!"); } else { idx = IndexOfArray <string> (MoveDataNameArray, behavior.MoveDataName); idx = EditorGUILayout.Popup("Use Move data:", idx, MoveDataNameArray); behavior.MoveDataName = MoveDataNameArray [idx]; behavior.MoveDirection = EditorGUILayout.Vector3Field("Move at direction", behavior.MoveDirection); behavior.IsWorldDirection = EditorGUILayout.Toggle(new GUIContent("Is world direction?", "Move at Direction 指定的方向,是世界方向还是局部方向?"), behavior.IsWorldDirection); } break; case AIBehaviorType.MoveToCurrentTarget: if (MoveDataNameArray == null || MoveDataNameArray.Length == 0) { EditorGUILayout.LabelField("!!!There is no Move Data defined in this Unit!!!"); } else { idx = IndexOfArray <string> (MoveDataNameArray, behavior.MoveDataName); idx = EditorGUILayout.Popup("Use Move data:", idx, MoveDataNameArray); behavior.MoveDataName = MoveDataNameArray [idx]; } break; case AIBehaviorType.Attack: case AIBehaviorType.AttackToPosition: case AIBehaviorType.AttackToDirection: case AIBehaviorType.HoldPosition: if (AttackDataNameArray == null || AttackDataNameArray.Length == 0) { EditorGUILayout.LabelField("!!!There is no Attack Data defined in this Unit!!!"); return; } if (MoveDataNameArray == null || MoveDataNameArray.Length == 0) { EditorGUILayout.LabelField("!!!There is no Move Data defined in this Unit!!!"); return; } //Attack Data: behavior.UseRandomAttackData = EditorGUILayout.Toggle(new GUIContent("Use random attack data", ""), behavior.UseRandomAttackData); if (behavior.UseRandomAttackData) { behavior.AttackDataNameArray = EditorCommon.EditStringArray("Attack data:", behavior.AttackDataNameArray, AttackDataNameArray); } else { behavior.AttackDataName = EditorCommon.EditPopup("Attack data:", behavior.AttackDataName, AttackDataNameArray); } // Move data: idx = IndexOfArray <string> (MoveDataNameArray, behavior.MoveDataName); idx = EditorGUILayout.Popup("Move data:", idx, MoveDataNameArray); behavior.MoveDataName = MoveDataNameArray [idx]; if (behavior.Type == AIBehaviorType.AttackToPosition) { behavior.MoveToTarget = (Transform)EditorGUILayout.ObjectField(new GUIContent("Move to target", ""), behavior.MoveToTarget, typeof(Transform)); } if (behavior.Type == AIBehaviorType.AttackToDirection) { behavior.MoveDirection = EditorGUILayout.Vector3Field("Move at direction", behavior.MoveDirection); behavior.IsWorldDirection = EditorGUILayout.Toggle(new GUIContent("Is world direction?", "Move at Direction in world space or local space?"), behavior.IsWorldDirection); } if (behavior.Type == AIBehaviorType.HoldPosition) { behavior.HoldRadius = EditorGUILayout.FloatField(new GUIContent("Hold Position:", "The position transform."), behavior.HoldRadius); } //Idle data: behavior.AttackInterrupt = EditorGUILayout.Toggle("Attack interrupt:", behavior.AttackInterrupt); if (behavior.AttackInterrupt) { behavior.IdleDataName = EditorCommon.EditPopup("Interval Idle data:", behavior.IdleDataName, IdleDataNameArray); behavior.AttackIntervalMin = EditorGUILayout.FloatField("Min attack interval:", behavior.AttackIntervalMin); behavior.AttackIntervalMax = EditorGUILayout.FloatField("Max attack interval:", behavior.AttackIntervalMax); } break; case AIBehaviorType.SwitchToAI: AbstractAI[] AllAI = this.AI.Unit.GetComponents <AbstractAI> (); behavior.SwitchToAIName = EditorCommon.EditStringArray("Switch to next AI:", behavior.SwitchToAIName, AllAI.Select(x => x.Name).ToArray()); break; case AIBehaviorType.MoveToWaypoint: // Move data: idx = IndexOfArray <string> (MoveDataNameArray, behavior.MoveDataName); idx = EditorGUILayout.Popup("Move data:", idx, MoveDataNameArray); behavior.MoveDataName = MoveDataNameArray [idx]; behavior.WaypointNames = EditorCommon.EditStringArray("Select scene waypoint:", behavior.WaypointNames, SceneWaypointNameArray); break; } }
public void EditUnit() { if (AI.Unit == null) { AI.Unit = AI.GetComponent <Unit> (); } #region Edit Unit EnableEditUnit = EditorGUILayout.BeginToggleGroup("Edit Unit : " + AI.Unit.Name, EnableEditUnit); if (EnableEditUnit) { //EditBasicUnitProperty (); AI.Unit = (Unit)EditorCommon.EditBasicUnitProperty(AI.Unit); //Edit Start AI AbstractAI[] AllAI = AI.gameObject.GetComponents <AbstractAI> (); AI.Unit.StartAIName = EditorCommon.EditPopup("Unit Start AI:", AI.Unit.StartAIName, AllAI.Select(x => x.Name).ToArray()); //Edit Idle Data if (EnableEditIdleData = EditorGUILayout.BeginToggleGroup("---Edit Idle Data", EnableEditIdleData)) { AI.Unit.IdleData = EditorCommon.EditIdleDataArray(AI.Unit.gameObject, AI.Unit.IdleData); } EditorGUILayout.EndToggleGroup(); //Edit rotate data if (EnableEditRotateData = EditorGUILayout.BeginToggleGroup("---Edit Rotate Data", EnableEditRotateData)) { AI.Unit.RotateData = EditorCommon.EditRotateDataArray(AI.Unit.gameObject, AI.Unit.RotateData); } EditorGUILayout.EndToggleGroup(); //Edit Move Data if (EnableEditMoveData = EditorGUILayout.BeginToggleGroup("---Edit Move Data", EnableEditMoveData)) { AI.Unit.MoveData = EditorCommon.EditMoveDataArray(AI.Unit.gameObject, AI.Unit.MoveData); } EditorGUILayout.EndToggleGroup(); //Edit attack data if (EnableEditAttackData = EditorGUILayout.BeginToggleGroup("---Edit Attack Data---", EnableEditAttackData)) { AI.Unit.AttackData = EditorCommon.EditAttackDataArray(AI.Unit, AI.Unit.AttackData); } EditorGUILayout.EndToggleGroup(); //Edit Effect Data if (EnableEditEffectData = EditorGUILayout.BeginToggleGroup("---Edit Effect Data---", EnableEditEffectData)) { AI.Unit.EffectData = EditorCommon.EditEffectData(AI.Unit.EffectData); } EditorGUILayout.EndToggleGroup(); //Edit Decal data if (EnableEditDecalData = EditorGUILayout.BeginToggleGroup("---Edit Decal Data---", EnableEditDecalData)) { AI.Unit.DecalData = EditorCommon.EditDecalData(AI.Unit.DecalData); } EditorGUILayout.EndToggleGroup(); //Edit receive damage data: if (EnableEditReceiveDamageData = EditorGUILayout.BeginToggleGroup("---Edit ReceiveDamage Data---", EnableEditReceiveDamageData)) { AI.Unit.ReceiveDamageData = EditorCommon.EditReceiveDamageData(AI.Unit, AI.Unit.ReceiveDamageData); } EditorGUILayout.EndToggleGroup(); //Edit death data if (EnableEditDeathData = EditorGUILayout.BeginToggleGroup("---Edit Death Data---", EnableEditDeathData)) { AI.Unit.DeathData = EditorCommon.EditDeathData(AI.Unit, AI.Unit.DeathData); } EditorGUILayout.EndToggleGroup(); //Edit audio data if (EnableEditAudioData = EditorGUILayout.BeginToggleGroup("---Edit Audio Data---", EnableEditAudioData)) { AI.Unit.AudioData = EditorCommon.EditAudioData(AI.Unit, AI.Unit.AudioData); } EditorGUILayout.EndToggleGroup(); } EditorGUILayout.EndToggleGroup(); #endregion }
public override void OnInspectorGUI() { Predator3rdPersonalUnit PlayerPredatorUnit = this.target as Predator3rdPersonalUnit; if (UseBaseInspector = EditorGUILayout.BeginToggleGroup("Base Inspector", UseBaseInspector)) { base.OnInspectorGUI(); } EditorGUILayout.EndToggleGroup(); if (UseAdvancedInspector = EditorGUILayout.BeginToggleGroup("Advanced Inspector", UseAdvancedInspector)) { PlayerPredatorUnit = (Predator3rdPersonalUnit)EditorCommon.EditBasicUnitProperty(PlayerPredatorUnit); if (GUILayout.Button("Save change")) { EditorUtility.SetDirty(PlayerPredatorUnit.gameObject); } //Edit Idle Data if (EnableEditIdleData = EditorGUILayout.BeginToggleGroup("---Edit Idle Data", EnableEditIdleData)) { PlayerPredatorUnit.IdleData = EditorCommon.EditIdleData(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.IdleData); } EditorGUILayout.EndToggleGroup(); //Edit Move Data if (EnableEditMoveData = EditorGUILayout.BeginToggleGroup("---Edit Move Data", EnableEditMoveData)) { PlayerPredatorUnit.MoveData = EditorCommon.EditMoveData(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.MoveData); } EditorGUILayout.EndToggleGroup(); //Edit Jump Data if (EnableEditJumpData = EditorGUILayout.BeginToggleGroup("---Edit Jump Data", EnableEditJumpData)) { PlayerPredatorUnit.JumpData = EditJumpData(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.JumpData); } EditorGUILayout.EndToggleGroup(); //Edit PredatorPlayerAttackData array if (EnableEditAttackData = EditorGUILayout.BeginToggleGroup("---Edit Predator Attack Data", EnableEditAttackData)) { PlayerPredatorUnit.PredatorAttackData = EditPredatorPlayerAttackDataArray(PlayerPredatorUnit, PlayerPredatorUnit.PredatorAttackData); } EditorGUILayout.EndToggleGroup(); //Edit attack basic variables if (EnableEditCombatData = EditorGUILayout.BeginToggleGroup("---Edit attack variables", EnableEditCombatData)) { PlayerPredatorUnit.RushRadius = EditorGUILayout.FloatField(new GUIContent("Rush radius:", "Inside rush radius, predator rush to the target"), PlayerPredatorUnit.RushRadius); // PlayerPredatorUnit.AttackAnimationLayer = EditorGUILayout.IntField ("Attack animation layer:", PlayerPredatorUnit.AttackAnimationLayer); PlayerPredatorUnit.CombatCoolDown = EditorGUILayout.FloatField("common combat cooldown:", PlayerPredatorUnit.CombatCoolDown); //Edit attack animation array // if (EnableEditAttackAnimation = EditorGUILayout.BeginToggleGroup (" ----- Edit attack animation string array ----", EnableEditAttackAnimation)) { // PlayerPredatorUnit.AttackAnimations = EditorCommon.EditStringArray ("All attack animation:", // PlayerPredatorUnit.AttackAnimations, // EditorCommon.GetAnimationNames (PlayerPredatorUnit.gameObject)); // } // EditorGUILayout.EndToggleGroup (); //Edit default combat - left claw if (EnableEditDefaultLeftClawCombat = EditorGUILayout.BeginToggleGroup(" ---Edit default combat : left claw", EnableEditDefaultLeftClawCombat)) { PlayerPredatorUnit.DefaultCombat_LeftClaw = Editor_Predator3rdPersonalUnit.EditCombat( "Edit default left claw combat:", PlayerPredatorUnit, PlayerPredatorUnit.DefaultCombat_LeftClaw); PlayerPredatorUnit.DefaultCombat_LeftClaw.userInput = UserInputType.Button_Left_Claw_Tap; } EditorGUILayout.EndToggleGroup(); //Edit default combat - right claw if (EnableEditDefaultRightClawCombat = EditorGUILayout.BeginToggleGroup(" ---Edit default combat : right claw", EnableEditDefaultRightClawCombat)) { PlayerPredatorUnit.DefaultCombat_RightClaw = Editor_Predator3rdPersonalUnit.EditCombat( "Edit default right claw combat:", PlayerPredatorUnit, PlayerPredatorUnit.DefaultCombat_RightClaw); PlayerPredatorUnit.DefaultCombat_RightClaw.userInput = UserInputType.Button_Right_Claw_Tap; } EditorGUILayout.EndToggleGroup(); //Edit default combat - dual claw if (EnableEditDefaultDualClawCombat = EditorGUILayout.BeginToggleGroup(" ---Edit default combat : dual claw", EnableEditDefaultDualClawCombat)) { PlayerPredatorUnit.DefaultCombat_DualClaw = Editor_Predator3rdPersonalUnit.EditCombat( "Edit default dual claw combat:", PlayerPredatorUnit, PlayerPredatorUnit.DefaultCombat_DualClaw); PlayerPredatorUnit.DefaultCombat_DualClaw.userInput = UserInputType.Button_Dual_Claw_Tap; } EditorGUILayout.EndToggleGroup(); //Edit ComboCombat Data if (EnableEditComboCombatData = EditorGUILayout.BeginToggleGroup(" ---Edit ComboCombat Data---", EnableEditComboCombatData)) { PlayerPredatorUnit.ComboCombat = Editor_Predator3rdPersonalUnit.EditComboCombatData( PlayerPredatorUnit, PlayerPredatorUnit.ComboCombat); } EditorGUILayout.EndToggleGroup(); } EditorGUILayout.EndToggleGroup(); //Edit Effect Data if (EnableEditEffectData = EditorGUILayout.BeginToggleGroup("---Edit Effect Data---", EnableEditEffectData)) { PlayerPredatorUnit.EffectData = EditPlayerEffectDataArray(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.EffectData); } EditorGUILayout.EndToggleGroup(); //Edit Audio Data if (EnableEditAudioData = EditorGUILayout.BeginToggleGroup("---Edit Audio Data---", EnableEditAudioData)) { PlayerPredatorUnit.AudioData = EditAudioDataArray(PlayerPredatorUnit.gameObject, PlayerPredatorUnit.AudioData); } EditorGUILayout.EndToggleGroup(); } EditorGUILayout.EndToggleGroup(); }