示例#1
0
    public override void OnInspectorGUI()
    {
        bool roomsUpdated = false;

        RoomNode[] roomNodes = new RoomNode[targets.Length];
        for (int i = 0; i < targets.Length; i++)
        {
            roomNodes[i] = (RoomNode)targets[i];
        }

        bool[] diagonalLastValue = roomNodes.Select(rn => rn.isDiagonal).ToArray();
        DrawDefaultInspector();

        DrawSelectMeshPopup(roomNodes, ref roomsUpdated);

        for (var i = 0; i < roomNodes.Length; i++)
        {
            var roomNode = roomNodes[i];
            if (diagonalLastValue[i] != roomNode.isDiagonal && roomNode.GetComponent <MeshFilter>())
            {
                roomNode.meshIndex = 0;
                SetMesh(roomNode, roomNode.wallOrientation);
                roomsUpdated = true;
            }
        }

        Undo.RecordObjects(targets, "Orientation buttons");
        OrientationButtons(roomNodes, ref roomsUpdated);

        if (GUILayout.Button("UpdateCollision") || roomsUpdated)
        {
            Undo.RecordObjects(targets, "Updating collision meshes");
            foreach (var rn in roomNodes)
            {
                rn.UpdateCollisionMesh();
            }
        }

        if (roomsUpdated)
        {
            foreach (var roomNode in roomNodes)
            {
                EditorUtility.SetDirty(roomNode);
                EditorSceneManager.MarkSceneDirty(roomNode.gameObject.scene);
            }
        }

        EditorGUILayout.Space();
        if (GUILayout.Button("Refresh all rooms"))
        {
            var allRooms = FindObjectsOfType <RoomNode>();
            Undo.RecordObjects(allRooms, "Refresh all rooms");
            foreach (var room in allRooms)
            {
                if (room.GetComponent <MeshFilter>()
                    ) //This is funky. @TODO: add "None" wall orientation. Rename wall kind?
                {
                    SetMesh(room, room.wallOrientation, room.meshIndex);
                    room.UpdateCollisionMesh();
                }
                else
                {
                    RenameNode(room, false);
                }
            }
        }
    }