예제 #1
0
        public void OnRenderObject(NavmeshBuild build, TileSelection selection)
        {
            if (!build)
            {
                return;
            }

            TileSetDefinition tdef = build.TileSetDefinition;

            if (!mShow || !mEnabled || build != selection.Build || tdef == null)
            {
                return;
            }

            Color color = ControlUtil.SelectionColor;

            DebugDraw.SimpleMaterial.SetPass(0);

            GL.Begin(GL.LINES);

            GL.Color(color);

            if (selection.Validate())
            {
                Vector3 bmin;
                Vector3 bmax;
                Vector3 trash;

                TileZone zone = selection.Zone;

                tdef.GetTileBounds(zone.xmin, zone.zmin, true, out bmin, out trash);
                tdef.GetTileBounds(zone.xmax, zone.zmax, true, out trash, out bmax);

                DebugDraw.AppendBounds(bmin, bmax);

                if (mIncludeRootTile)
                {
                    GL.Color(new Color(0.93f, 0.58f, 0.11f)); // Orange

                    tdef.GetTileBounds(selection.SelectedX, selection.SelectedZ, true
                                       , out bmin, out bmax);

                    DebugDraw.AppendBounds(bmin, bmax);
                }
            }
            else
            {
                Vector3 bmax     = tdef.BoundsMin;
                float   tileSize = build.Config.TileWorldSize;
                bmax.x += tileSize * tdef.Width;
                bmax.y  = tdef.BoundsMax.y;
                bmax.z += tileSize * tdef.Depth;

                DebugDraw.AppendBounds(tdef.BoundsMin, bmax);
            }

            GL.End();
        }
예제 #2
0
        private void HandleBuildRequest(bool forceAll)
        {
            TileSelection sel = Context.Selection;

            int w;
            int d;
            int ix = 0;
            int iz = 0;

            int priority;

            if (!forceAll && sel.Validate())
            {
                TileZone zone = sel.Zone;

                w = zone.xmax + 1;
                d = zone.zmax + 1;

                ix = zone.xmin;
                iz = zone.zmin;

                priority = BuildTaskProcessor.MediumPriority;
            }
            else
            {
                TileBuildData tdata = Context.Build.BuildData;

                w = tdata.Width;
                d = tdata.Depth;

                priority = BuildTaskProcessor.LowPriority;
            }

            // Note: The iteration order appears odd, but it makes for better
            // progress visualizations.  Filling downward.
            for (int tz = d - 1; tz >= iz; tz--)
            {
                for (int tx = ix; tx < w; tx++)
                {
                    if (!Context.QueueTask(tx, tz, priority--, Logger))
                    {
                        Logger.PostError(string.Format("Build task failed: ({0},{1})", tx, tz)
                                         , Context.Build);
                    }
                }
            }
        }
예제 #3
0
        public void OnRenderObject(NavmeshBuild build, TileSelection selection)
        {
            if (!build)
            {
                return;
            }

            TileBuildData tdata = build.BuildData;

            if (!mEnabled ||
                mShow == MeshDebugOption.None ||
                tdata == null ||                  // This restriction is appropriate.
                build != selection.Build)                      // Important error check.
            {
                return;
            }

            INavmeshData target = build.BuildTarget;

            if (target != null && target.HasNavmesh && NavmeshSceneDraw.Instance.IsShown(target))
            {
                // Don't overdraw the target mesh's display.  It has priority.
                return;
            }

            if (tdata.Version != mLastVersion)
            {
                // Build data has changed.  Clear debug object.
                mLastVersion = tdata.Version;
                mDebugObject = null;
            }

            int tx   = 0;
            int tz   = 0;
            int size = 0;

            if (tdata.IsTiled)
            {
                tx   = selection.SelectedX;
                tz   = selection.SelectedZ;
                size = selection.ZoneSize;
            }

            if (mLastX != tx || mLastZ != tz || mLastSize != size)
            {
                // Change in selection.  Clear debug object.
                mLastX       = tx;
                mLastZ       = tz;
                mLastSize    = size;
                mDebugObject = null;
                // Debug.Log("Clear debug on selection change.");
            }

            if (mShow == MeshDebugOption.WorkingMesh)
            {
                HandleWorkingNavmesh(selection);
                return;
            }
            else if (tdata.IsTiled && !selection.Validate())
            {
                // The mesh is tiled with no valid selection.
                // Can't display any of the other meshes.
                mLastX    = -1;
                mLastZ    = -1;
                mLastSize = -1;
                return;
            }

            // Can only display a single tile for all other display options.
            // Choose the tile to display.

            switch (mShow)
            {
            case MeshDebugOption.PolyMesh:

                HandlePolyMesh(build, tx, tz);
                break;

            case MeshDebugOption.Detailmesh:

                HandleDetailMesh(build, tx, tz);
                break;

            case MeshDebugOption.InputGeometry:

                if (build.TileSetDefinition != null)
                {
                    HandleInputGeom(build, tx, tz);
                }
                break;
            }
        }
예제 #4
0
        public void OnRenderObject(NavmeshBuild build, TileSelection selection)
        {
            if (!build)
                return;

            TileSetDefinition tdef = build.TileSetDefinition;

            if (!mShow || !mEnabled || build != selection.Build || tdef == null)
                return;

            Color color = ControlUtil.SelectionColor;

            DebugDraw.SimpleMaterial.SetPass(0);

            GL.Begin(GL.LINES);

            GL.Color(color);

            if (selection.Validate())
            {
                Vector3 bmin;
                Vector3 bmax;
                Vector3 trash;

                TileZone zone = selection.Zone;

                tdef.GetTileBounds(zone.xmin, zone.zmin, true, out bmin, out trash);
                tdef.GetTileBounds(zone.xmax, zone.zmax, true, out trash, out bmax);

                DebugDraw.AppendBounds(bmin, bmax);

                if (mIncludeRootTile)
                {
                    GL.Color(new Color(0.93f, 0.58f, 0.11f)); // Orange

                    tdef.GetTileBounds(selection.SelectedX, selection.SelectedZ, true
                        , out bmin, out bmax);

                    DebugDraw.AppendBounds(bmin, bmax);
                }
            }
            else
            {
                Vector3 bmax = tdef.BoundsMin;
                float tileSize = build.Config.TileWorldSize;
                bmax.x += tileSize * tdef.Width;
                bmax.y = tdef.BoundsMax.y;
                bmax.z += tileSize * tdef.Depth;

                DebugDraw.AppendBounds(tdef.BoundsMin, bmax);
            }

            GL.End();
        }
예제 #5
0
        protected override void OnGUIMain()
        {
            if (mBlackLabel == null)
            {
                // Need to initialize shared style.
                mBlackLabel = new GUIStyle(GUI.skin.label);
                mBlackLabel.normal.textColor = Color.black;
                mBlackLabel.fontStyle        = FontStyle.Bold;
            }

            TileSelection selection = Context.Selection;

            selection.Validate();

            TileBuildData tdata = Context.Build.BuildData;

            if (tdata == null)
            {
                return;
            }

            Rect mainArea = Context.MainArea;

            // The box and shift makes it look better.
            GUI.Box(mainArea, "");
            mainArea.x += MarginSize;
            mainArea.y += MarginSize;

            // Draw the status grid.

            // Note: View is expanded by one grid size in order to minimize
            // grid/slider overlap.
            Rect view
                = new Rect(0, 0, tdata.Width * GridCellSize + GridCellSize
                           , tdata.Depth * GridCellSize + GridCellSize);

            mScrollPos = GUI.BeginScrollView(mainArea, mScrollPos, view);

            OnGUIStatusGrid(view.height - GridCellSize);

            GUI.EndScrollView();

            OnGUIMainStandard();

            if (IsBaseBusy)
            {
                return;
            }

            // Handle the mouse, including click selection.

            Event   evt      = Event.current;
            Vector2 mousePos = evt.mousePosition;

            if (mainArea.Contains(mousePos))
            {
                Vector2 gridPos = mousePos;

                gridPos.x -= mainArea.xMin - mScrollPos.x;
                gridPos.y -= mainArea.yMin - mScrollPos.y;

                int x = Mathf.FloorToInt(gridPos.x / GridCellSize);
                // For the depth, we need to invert the y-axis.
                int z = tdata.Depth - Mathf.FloorToInt(gridPos.y / GridCellSize) - 1;

                if (x < tdata.Width && z >= 0 && z < tdata.Depth)
                {
                    GUI.Label(new Rect(mousePos.x - 20, mousePos.y - 20, 120, 25)
                              , "(" + x + "," + z + "): " + tdata.GetState(x, z)
                              , mBlackLabel);

                    mMouseX = x;
                    mMouseZ = z;

                    if (evt.type == EventType.MouseDown && evt.button == 0)
                    {
                        if (selection.SelectedX == mMouseX && selection.SelectedZ == mMouseZ)
                        {
                            // Clicked on same tile. Deselect.
                            selection.ClearSelection();
                        }
                        else
                        {
                            selection.SetSelection(mMouseX, mMouseZ);
                        }
                    }
                }
                else
                {
                    mMouseX = TileSelection.NoSelection;
                    mMouseZ = TileSelection.NoSelection;
                }
            }
            else
            {
                mMouseX = TileSelection.NoSelection;
                mMouseZ = TileSelection.NoSelection;
            }
        }
예제 #6
0
        protected override void OnGUIButtons()
        {
            DebugContext.SetViews(ViewOption.Grid | ViewOption.Selection | ViewOption.Mesh);

            NavmeshBuild build = Context.Build;

            if (!build)
            {
                return;
            }

            TileBuildData tdata = build.BuildData;

            if (tdata == null)
            {
                return;
            }

            TileSelection selection = Context.Selection;

            bool hasSelection  = selection.Validate();
            bool needBaking    = (tdata.NeedsBakingCount() > 0);
            int  activeCount   = Context.TaskCount;
            int  bakeableCount = tdata.BakeableCount();

            bool origGUIEnabled = GUI.enabled;

            bool guiEnabled = !IsBaseBusy;

            GUI.enabled = guiEnabled;

            ControlUtil.BeginButtonArea(Context.ButtonArea);

            if (GUILayout.Button("Build All"))
            {
                HandleBuildRequest(true);
            }

            GUI.enabled = guiEnabled && hasSelection;

            if (GUILayout.Button("Build Zone"))
            {
                HandleBuildRequest(false);
            }

            ////////////////////////////////////////////////////////////////////
            GUILayout.Space(MarginSize);

            // Only disable baking if there is nothing at all that can be baked.
            GUI.enabled = guiEnabled && activeCount == 0 && (bakeableCount > 0);

            GUIStyle style = (bakeableCount > 0 && activeCount == 0)
                ? ControlUtil.HighlightedButton : GUI.skin.button;

            if (GUILayout.Button("Bake All", style))
            {
                HandleBake();
            }

            ////////////////////////////////////////////////////////////////////
            GUILayout.Space(MarginSize);

            // Note: Technically only the last condition is needed.  But checking the
            // other conditions first saves processing time.
            GUI.enabled = guiEnabled && activeCount == 0 &&
                          tdata.GetStateCount(TileBuildState.NotBuilt) < tdata.Width * tdata.Depth;

            if (GUILayout.Button((needBaking ? "Revert Unbaked" : "Clear All")))
            {
                HandleClear();
            }

            GUI.enabled = guiEnabled && (activeCount != 0);

            if (GUILayout.Button("Abort Builds"))
            {
                Context.AbortAllReqests("User requested.");
            }

            ////////////////////////////////////////////////////////////////////
            GUILayout.Space(ControlUtil.MarginSize);

            GUI.enabled = guiEnabled;
            if (OnGUIStandardButtons())
            {
                // Special case.  Build was discarded.
                ControlUtil.EndButtonArea();
                return;
            }

            ///////////////////////////////////////////////////////////////////
            GUILayout.Space(MarginSize);

            GUI.enabled = guiEnabled && hasSelection;

            EditorGUIUtility.LookLikeControls(100);
            selection.ZoneSize = EditorGUILayout.IntField("Zone Size", selection.ZoneSize);
            EditorGUIUtility.LookLikeControls();

            GUI.enabled = guiEnabled;

            ////////////////////////////////////////////////////////////////////
            GUILayout.Space(MarginSize);

            GUILayout.Label("Bakeable Tiles: " + bakeableCount);

            ControlUtil.OnGUIStandardButtons(Context, DebugContext, true);

            ControlUtil.EndButtonArea();

            GUI.enabled = origGUIEnabled;
        }
예제 #7
0
        private void OnGUISelection(float areaHeight)
        {
            Vector3 origin;
            int     xSize = GridCellSize;
            int     ySize = GridCellSize;

            TileSelection selection = Context.Selection;

            if (selection.Validate())
            {
                // Draw the tile marker.
                origin = new Vector3(selection.SelectedX * GridCellSize
                                     , areaHeight - selection.SelectedZ * GridCellSize);

                mCellVerts[0] = origin;

                mCellVerts[1]    = origin;
                mCellVerts[1].x += GridCellSize;

                mCellVerts[2]    = origin;
                mCellVerts[2].x += GridCellSize;
                mCellVerts[2].y -= GridCellSize;

                mCellVerts[3]    = origin;
                mCellVerts[3].y -= GridCellSize;

                Handles.DrawSolidRectangleWithOutline(mCellVerts
                                                      , Color.clear
                                                      , new Color(0.93f, 0.58f, 0.11f)); // Orange.

                TileZone zone = selection.Zone;

                origin =
                    new Vector3(zone.xmin * GridCellSize, areaHeight - zone.zmin * GridCellSize);

                xSize = zone.Width * GridCellSize;
                ySize = zone.Depth * GridCellSize;
            }
            else
            {
                origin = new Vector3(0, areaHeight);

                TileBuildData tdata = Context.Build.BuildData;

                xSize = tdata.Width * GridCellSize;
                ySize = tdata.Depth * GridCellSize;
            }

            mCellVerts[0] = origin;

            mCellVerts[1]    = origin;
            mCellVerts[1].x += xSize;

            mCellVerts[2]    = origin;
            mCellVerts[2].x += xSize;
            mCellVerts[2].y -= ySize;

            mCellVerts[3]    = origin;
            mCellVerts[3].y -= ySize;

            Handles.DrawSolidRectangleWithOutline(mCellVerts
                                                  , Color.clear
                                                  , ControlUtil.SelectionColor);
        }
예제 #8
0
        public void OnRenderObject(NavmeshBuild build, TileSelection selection)
        {
            if (!build)
                return;

            TileBuildData tdata = build.BuildData;

            if (!mEnabled
                || mShow == MeshDebugOption.None
                || tdata == null  // This restriction is appropriate.
                || build != selection.Build)  // Important error check.
            {
                return;
            }

            INavmeshData target = build.BuildTarget;

            if (target != null && target.HasNavmesh && NavmeshSceneDraw.Instance.IsShown(target))
                // Don't overdraw the target mesh's display.  It has priority.
                return;

            if (tdata.Version != mLastVersion)
            {
                // Build data has changed.  Clear debug object.
                mLastVersion = tdata.Version;
                mDebugObject = null;
            }

            int tx = 0;
            int tz = 0;
            int size = 0;

            if (tdata.IsTiled)
            {
                tx = selection.SelectedX;
                tz = selection.SelectedZ;
                size = selection.ZoneSize;
            }

            if (mLastX != tx || mLastZ != tz || mLastSize != size)
            {
                // Change in selection.  Clear debug object.
                mLastX = tx;
                mLastZ = tz;
                mLastSize = size;
                mDebugObject = null;
                // Debug.Log("Clear debug on selection change.");
            }

            if (mShow == MeshDebugOption.WorkingMesh)
            {
                HandleWorkingNavmesh(selection);
                return;
            }
            else if (tdata.IsTiled && !selection.Validate())
            {
                // The mesh is tiled with no valid selection.
                // Can't display any of the other meshes.
                mLastX = -1;
                mLastZ = -1;
                mLastSize = -1;
                return;
            }

            // Can only display a single tile for all other display options.
            // Choose the tile to display.

            switch (mShow)
            {
                case MeshDebugOption.PolyMesh:

                    HandlePolyMesh(build, tx, tz);
                    break;

                case MeshDebugOption.Detailmesh:

                    HandleDetailMesh(build, tx, tz);
                    break;

                case MeshDebugOption.InputGeometry:

                    if (build.TileSetDefinition != null)
                        HandleInputGeom(build, tx, tz);
                    break;
            }
        }