示例#1
0
    private static void PhysicsPopup(int labelWidth, RageSpline rageSpline, bool showMeshColliderWarning)
    {
        EditorGUIUtility.LookLikeControls(80f, 90f);
        RageSpline.Physics oldPhysics = rageSpline.GetPhysics();
        bool oldCreatePhysicsInEditor = rageSpline.GetCreatePhysicsInEditor();

        rageSpline.SetPhysics ((RageSpline.Physics) EditorGUILayout.EnumPopup (" Physics:", rageSpline.GetPhysics(), GUILayout.Width (labelWidth)));
        EditorGUIUtility.LookLikeControls(170f, 10f);
        switch (rageSpline.GetPhysics()) {
            case RageSpline.Physics.None:
                break;
            case RageSpline.Physics.MeshCollider:
            case RageSpline.Physics.OutlineMeshCollider:
                physicsOptions = EditorGUILayout.Foldout(physicsOptions, "    Physics Options");
                if (physicsOptions) {
                    rageSpline.LockPhysicsToAppearence = EditorGUILayout.Toggle("      Lock to Appearance",
                                                                        rageSpline.LockPhysicsToAppearence);
                    if (!rageSpline.LockPhysicsToAppearence) {
                        rageSpline.SetPhysicsColliderCount(EditorGUILayout.IntField("      Physics split count", rageSpline.GetPhysicsColliderCount()));
                    }
                    rageSpline.SetPhysicsZDepth(EditorGUILayout.FloatField("      Physics z-depth", rageSpline.GetPhysicsZDepth()));
                    if (rageSpline.GetPhysics() != RageSpline.Physics.OutlineMeshCollider)
                        rageSpline.SetPhysicsNormalOffset(EditorGUILayout.FloatField("      Physics normal offset", rageSpline.GetPhysicsNormalOffset()));

                    rageSpline.SetPhysicsMaterial(EditorGUILayout.ObjectField("      Physics material", rageSpline.GetPhysicsMaterial(), typeof(PhysicMaterial), false) as PhysicMaterial);

                    if (rageSpline.GetPhysics() != RageSpline.Physics.OutlineMeshCollider)
                        rageSpline.SetCreateConvexMeshCollider(EditorGUILayout.Toggle("      Physics convex", rageSpline.GetCreateConvexMeshCollider()));
                    rageSpline.SetCreatePhysicsInEditor(EditorGUILayout.Toggle("      Physics editor creation", rageSpline.GetCreatePhysicsInEditor()));
                }
                break;
            case RageSpline.Physics.Boxed:
                physicsOptions = EditorGUILayout.Foldout(physicsOptions, "    Physics Options");
                if (physicsOptions) {
                    rageSpline.LockPhysicsToAppearence = EditorGUILayout.Toggle("      Lock to Appearance", rageSpline.LockPhysicsToAppearence);
                    if (!rageSpline.LockPhysicsToAppearence) {
                        rageSpline.SetPhysicsColliderCount(EditorGUILayout.IntField("      Physics split count",
                                                                                    rageSpline.GetPhysicsColliderCount()));
                        rageSpline.SetPhysicsZDepth(EditorGUILayout.FloatField("      Physics z-depth", rageSpline.GetPhysicsZDepth()));
                        rageSpline.SetPhysicsNormalOffset(EditorGUILayout.FloatField("      Physics offset",
                                                                                     rageSpline.GetPhysicsNormalOffset()));
                        rageSpline.SetBoxColliderDepth(EditorGUILayout.FloatField("      Physics normal depth",
                                                                                  rageSpline.GetBoxColliderDepth()));
                    }
                    rageSpline.SetPhysicsMaterial(
                        EditorGUILayout.ObjectField("      Physics material", rageSpline.GetPhysicsMaterial(), typeof (PhysicMaterial),
                                                    false) as PhysicMaterial);

                    rageSpline.SetCreatePhysicsInEditor(EditorGUILayout.Toggle("      Physics editor creation",
                                                                               rageSpline.GetCreatePhysicsInEditor()));
                }
                break;
            case RageSpline.Physics.Farseer:
                rageSpline.SetCreatePhysicsInEditor(EditorGUILayout.Toggle("      Physics editor creation", rageSpline.GetCreatePhysicsInEditor()));
                physicsOptions = EditorGUILayout.Foldout(physicsOptions, "    Physics Options");
                if (physicsOptions)
                {
                    rageSpline.FarseerPhysicsPointsOnly = EditorGUILayout.Toggle("      Use points only", rageSpline.FarseerPhysicsPointsOnly);
                    if (!rageSpline.FarseerPhysicsPointsOnly) {
                        rageSpline.LockPhysicsToAppearence = EditorGUILayout.Toggle("      Lock to Appearance",
                                                                            rageSpline.LockPhysicsToAppearence);
                        if (!rageSpline.LockPhysicsToAppearence) {
                            rageSpline.SetPhysicsColliderCount(EditorGUILayout.IntField("      Physics split count",
                                                                                        rageSpline.GetPhysicsColliderCount()));
                            rageSpline.SetPhysicsNormalOffset(EditorGUILayout.FloatField("      Physics offset",
                                                                                         rageSpline.GetPhysicsNormalOffset()));
                        }
                    }
                }
                break;
        }
        EditorGUILayout.Separator();

        if (showMeshColliderWarning) {
            if (rageSpline.GetPhysics() != RageSpline.Physics.MeshCollider && oldPhysics == RageSpline.Physics.MeshCollider && rageSpline.GetCreatePhysicsInEditor() ||
                rageSpline.GetPhysics() == RageSpline.Physics.MeshCollider && oldCreatePhysicsInEditor && !rageSpline.GetCreatePhysicsInEditor()) {
                var meshCollider = rageSpline.gameObject.GetComponent<MeshCollider>();
                if (meshCollider != null)
                    Debug.Log("RageSpline warning: Please remove the Mesh Collider component from the GameObject '" + rageSpline.gameObject.name + "' manually. This warning can be disabled from the RageSpline/Code/RageSplineEditor.cs line 13.");
            }
        }
    }