LayerMaskField() public static method

public static LayerMaskField ( string label, LayerMask selected ) : LayerMask
label string
selected UnityEngine.LayerMask
return UnityEngine.LayerMask
示例#1
0
        public override void OnInspectorGUI(NavGraph target)
        {
            var graph = target as PointGraph;

            graph.root = ObjectField(new GUIContent("Root", "All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"), graph.root, typeof(Transform), true) as Transform;

            graph.recursive = EditorGUILayout.Toggle(new GUIContent("Recursive", "Should childs of the childs in the root GameObject be searched"), graph.recursive);
            graph.searchTag = EditorGUILayout.TagField(new GUIContent("Tag", "If root is not set, all objects with this tag will be used as nodes"), graph.searchTag);

            if (graph.root != null)
            {
                EditorGUILayout.HelpBox("All childs " + (graph.recursive ? "and sub-childs " : "") + "of 'root' will be used as nodes\nSet root to null to use a tag search instead", MessageType.None);
            }
            else
            {
                EditorGUILayout.HelpBox("All object with the tag '" + graph.searchTag + "' will be used as nodes" + (graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), MessageType.None);
            }

            graph.maxDistance = EditorGUILayout.FloatField(new GUIContent("Max Distance", "The max distance in world space for a connection to be valid. A zero counts as infinity"), graph.maxDistance);

            graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits);

            graph.raycast = EditorGUILayout.Toggle(new GUIContent("Raycast", "Use raycasting to check if connections are valid between each pair of nodes"), graph.raycast);

            if (graph.raycast)
            {
                EditorGUI.indentLevel++;

                graph.use2DPhysics = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "If enabled, all raycasts will use the Unity 2D Physics API instead of the 3D one."), graph.use2DPhysics);
                graph.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "A thick raycast checks along a thick line with radius instead of just along a line"), graph.thickRaycast);

                if (graph.thickRaycast)
                {
                    EditorGUI.indentLevel++;
                    graph.thickRaycastRadius = EditorGUILayout.FloatField(new GUIContent("Raycast Radius", "The radius in world units for the thick raycast"), graph.thickRaycastRadius);
                    EditorGUI.indentLevel--;
                }

                graph.mask = EditorGUILayoutx.LayerMaskField("Mask", graph.mask);
                EditorGUI.indentLevel--;
            }

            EditorGUILayout.Popup(new GUIContent("Nearest node queries find closest"), 0, nearestNodeDistanceModeLabels);
        }
示例#2
0
        public override void OnInspectorGUI(NavGraph target)
        {
            var graph = target as RecastGraph;

            bool preEnabled = GUI.enabled;

            System.Int64 estWidth = Mathf.RoundToInt(Mathf.Ceil(graph.forcedBoundsSize.x / graph.cellSize));
            System.Int64 estDepth = Mathf.RoundToInt(Mathf.Ceil(graph.forcedBoundsSize.z / graph.cellSize));

            // Show a warning if the number of voxels is too large
            if (estWidth * estDepth >= 1024 * 1024 || estDepth >= 1024 * 1024 || estWidth >= 1024 * 1024)
            {
                GUIStyle helpBox = GUI.skin.FindStyle("HelpBox") ?? GUI.skin.FindStyle("Box");

                Color preColor = GUI.color;
                if (estWidth * estDepth >= 2048 * 2048 || estDepth >= 2048 * 2048 || estWidth >= 2048 * 2048)
                {
                    GUI.color = Color.red;
                }
                else
                {
                    GUI.color = Color.yellow;
                }

                GUILayout.Label("Warning : Might take some time to calculate", helpBox);
                GUI.color = preColor;
            }

            GUI.enabled = false;
            EditorGUILayout.LabelField(new GUIContent("Width (voxels)", "Based on the cell size and the bounding box"), new GUIContent(estWidth.ToString()));

            EditorGUILayout.LabelField(new GUIContent("Depth (voxels)", "Based on the cell size and the bounding box"), new GUIContent(estDepth.ToString()));
            GUI.enabled = preEnabled;

            graph.cellSize = EditorGUILayout.FloatField(new GUIContent("Cell Size", "Size of one voxel in world units"), graph.cellSize);
            if (graph.cellSize < 0.001F)
            {
                graph.cellSize = 0.001F;
            }

            graph.useTiles = (UseTiles)EditorGUILayout.EnumPopup("Use Tiles", graph.useTiles ? UseTiles.UseTiles : UseTiles.DontUseTiles) == UseTiles.UseTiles;

            if (graph.useTiles)
            {
                EditorGUI.indentLevel++;
                graph.editorTileSize = EditorGUILayout.IntField(new GUIContent("Tile Size", "Size in voxels of a single tile.\n" +
                                                                               "This is the width of the tile.\n" +
                                                                               "\n" +
                                                                               "A large tile size can be faster to initially scan (but beware of out of memory issues if you try with a too large tile size in a large world)\n" +
                                                                               "smaller tile sizes are (much) faster to update.\n" +
                                                                               "\n" +
                                                                               "Different tile sizes can affect the quality of paths. It is often good to split up huge open areas into several tiles for\n" +
                                                                               "better quality paths, but too small tiles can lead to effects looking like invisible obstacles."), graph.editorTileSize);
                EditorGUI.indentLevel--;
            }

            graph.minRegionSize = EditorGUILayout.FloatField(new GUIContent("Min Region Size", "Small regions will be removed. In square world units"), graph.minRegionSize);

            graph.walkableHeight = EditorGUILayout.DelayedFloatField(new GUIContent("Walkable Height", "Minimum distance to the roof for an area to be walkable"), graph.walkableHeight);
            graph.walkableHeight = Mathf.Max(graph.walkableHeight, 0);

            graph.walkableClimb = EditorGUILayout.FloatField(new GUIContent("Walkable Climb", "How high can the character climb"), graph.walkableClimb);

            // A walkableClimb higher than this can cause issues when generating the navmesh since then it can in some cases
            // Both be valid for a character to walk under an obstacle and climb up on top of it (and that cannot be handled with a navmesh without links)
            if (graph.walkableClimb >= graph.walkableHeight)
            {
                graph.walkableClimb = graph.walkableHeight;
                EditorGUILayout.HelpBox("Walkable climb should be less than walkable height. Clamping to " + graph.walkableHeight + ".", MessageType.Warning);
            }
            else if (graph.walkableClimb < 0)
            {
                graph.walkableClimb = 0;
            }

            graph.characterRadius = EditorGUILayout.FloatField(new GUIContent("Character Radius", "Radius of the character. It's good to add some margin.\nIn world units."), graph.characterRadius);
            graph.characterRadius = Mathf.Max(graph.characterRadius, 0);

            if (graph.characterRadius < graph.cellSize * 2)
            {
                EditorGUILayout.HelpBox("For best navmesh quality, it is recommended to keep the character radius at least 2 times as large as the cell size. Smaller cell sizes will give you higher quality navmeshes, but it will take more time to scan the graph.", MessageType.Warning);
            }

            graph.maxSlope      = EditorGUILayout.Slider(new GUIContent("Max Slope", "Approximate maximum slope"), graph.maxSlope, 0F, 90F);
            graph.maxEdgeLength = EditorGUILayout.FloatField(new GUIContent("Max Border Edge Length", "Maximum length of one border edge in the completed navmesh before it is split. A lower value can often yield better quality graphs, but don't use so low values so that you get a lot of thin triangles."), graph.maxEdgeLength);
            graph.maxEdgeLength = graph.maxEdgeLength < graph.cellSize ? graph.cellSize : graph.maxEdgeLength;

            graph.contourMaxError = EditorGUILayout.FloatField(new GUIContent("Max Edge Error", "Amount of simplification to apply to edges.\nIn world units."), graph.contourMaxError);

            graph.rasterizeTerrain = EditorGUILayout.Toggle(new GUIContent("Rasterize Terrain", "Should a rasterized terrain be included"), graph.rasterizeTerrain);
            if (graph.rasterizeTerrain)
            {
                EditorGUI.indentLevel++;
                graph.rasterizeTrees = EditorGUILayout.Toggle(new GUIContent("Rasterize Trees", "Rasterize tree colliders on terrains. " +
                                                                             "If the tree prefab has a collider, that collider will be rasterized. " +
                                                                             "Otherwise a simple box collider will be used and the script will " +
                                                                             "try to adjust it to the tree's scale, it might not do a very good job though so " +
                                                                             "an attached collider is preferable."), graph.rasterizeTrees);
                if (graph.rasterizeTrees)
                {
                    EditorGUI.indentLevel++;
                    graph.colliderRasterizeDetail = EditorGUILayout.FloatField(new GUIContent("Collider Detail", "Controls the detail of the generated collider meshes. " +
                                                                                              "Increasing does not necessarily yield better navmeshes, but lowering will speed up scan.\n" +
                                                                                              "Spheres and capsule colliders will be converted to meshes in order to be able to rasterize them, a higher value will increase the number of triangles in those meshes."), graph.colliderRasterizeDetail);
                    EditorGUI.indentLevel--;
                }

                graph.terrainSampleSize = EditorGUILayout.IntField(new GUIContent("Terrain Sample Size", "Size of terrain samples. A lower value is better, but slower"), graph.terrainSampleSize);
                graph.terrainSampleSize = graph.terrainSampleSize < 1 ? 1 : graph.terrainSampleSize;                //Clamp to at least 1
                EditorGUI.indentLevel--;
            }

            graph.rasterizeMeshes    = EditorGUILayout.Toggle(new GUIContent("Rasterize Meshes", "Should meshes be rasterized and used for building the navmesh"), graph.rasterizeMeshes);
            graph.rasterizeColliders = EditorGUILayout.Toggle(new GUIContent("Rasterize Colliders", "Should colliders be rasterized and used for building the navmesh"), graph.rasterizeColliders);
            if (graph.rasterizeColliders)
            {
                EditorGUI.indentLevel++;
                graph.colliderRasterizeDetail = EditorGUILayout.FloatField(new GUIContent("Collider Detail", "Controls the detail of the generated collider meshes. " +
                                                                                          "Increasing does not necessarily yield better navmeshes, but lowering will speed up scan.\n" +
                                                                                          "Spheres and capsule colliders will be converted to meshes in order to be able to rasterize them, a higher value will increase the number of triangles in those meshes."), graph.colliderRasterizeDetail);
                EditorGUI.indentLevel--;
            }

            if (graph.rasterizeMeshes && graph.rasterizeColliders)
            {
                EditorGUILayout.HelpBox("You are rasterizing both meshes and colliders, this might just be duplicating the work that is done if the colliders and meshes are similar in shape. You can use the RecastMeshObj component" +
                                        " to always include some specific objects regardless of what the above settings are set to.", MessageType.Info);
            }

            Separator();

            graph.forcedBoundsCenter = EditorGUILayout.Vector3Field("Center", graph.forcedBoundsCenter);
            graph.forcedBoundsSize   = EditorGUILayout.Vector3Field("Size", graph.forcedBoundsSize);
            // Make sure the bounding box is not infinitely thin along any axis
            graph.forcedBoundsSize = Vector3.Max(graph.forcedBoundsSize, Vector3.one * 0.001f);
            graph.rotation         = EditorGUILayout.Vector3Field("Rotation", graph.rotation);

            if (GUILayout.Button(new GUIContent("Snap bounds to scene", "Will snap the bounds of the graph to exactly contain all meshes in the scene that matches the masks.")))
            {
                graph.SnapForceBoundsToScene();
                GUI.changed = true;
            }

            Separator();

            EditorGUILayout.HelpBox("Objects contained in any of these masks will be rasterized", MessageType.None);
            graph.mask     = EditorGUILayoutx.LayerMaskField("Layer Mask", graph.mask);
            tagMaskFoldout = EditorGUILayoutx.UnityTagMaskList(new GUIContent("Tag Mask"), tagMaskFoldout, graph.tagMask);

            graph.enableNavmeshCutting = EditorGUILayout.Toggle(new GUIContent("Affected by navmesh cuts", "Makes this graph affected by NavmeshCut and NavmeshAdd components. See the documentation for more info."), graph.enableNavmeshCutting);

            Separator();

            GUILayout.BeginHorizontal();
            GUILayout.Space(18);
            graph.showMeshSurface     = GUILayout.Toggle(graph.showMeshSurface, new GUIContent("Show surface", "Toggles gizmos for drawing the surface of the mesh"), EditorStyles.miniButtonLeft);
            graph.showMeshOutline     = GUILayout.Toggle(graph.showMeshOutline, new GUIContent("Show outline", "Toggles gizmos for drawing an outline of the nodes"), EditorStyles.miniButtonMid);
            graph.showNodeConnections = GUILayout.Toggle(graph.showNodeConnections, new GUIContent("Show connections", "Toggles gizmos for drawing node connections"), EditorStyles.miniButtonRight);
            GUILayout.EndHorizontal();


            Separator();
            GUILayout.Label(new GUIContent("Advanced"), EditorStyles.boldLabel);

            if (GUILayout.Button("Export to .obj file"))
            {
                ExportToFile(graph);
            }

            graph.relevantGraphSurfaceMode = (RecastGraph.RelevantGraphSurfaceMode)EditorGUILayout.EnumPopup(new GUIContent("Relevant Graph Surface Mode",
                                                                                                                            "Require every region to have a RelevantGraphSurface component inside it.\n" +
                                                                                                                            "A RelevantGraphSurface component placed in the scene specifies that\n" +
                                                                                                                            "the navmesh region it is inside should be included in the navmesh.\n\n" +
                                                                                                                            "If this is set to OnlyForCompletelyInsideTile\n" +
                                                                                                                            "a navmesh region is included in the navmesh if it\n" +
                                                                                                                            "has a RelevantGraphSurface inside it, or if it\n" +
                                                                                                                            "is adjacent to a tile border. This can leave some small regions\n" +
                                                                                                                            "which you didn't want to have included because they are adjacent\n" +
                                                                                                                            "to tile borders, but it removes the need to place a component\n" +
                                                                                                                            "in every single tile, which can be tedious (see below).\n\n" +
                                                                                                                            "If this is set to RequireForAll\n" +
                                                                                                                            "a navmesh region is included only if it has a RelevantGraphSurface\n" +
                                                                                                                            "inside it. Note that even though the navmesh\n" +
                                                                                                                            "looks continous between tiles, the tiles are computed individually\n" +
                                                                                                                            "and therefore you need a RelevantGraphSurface component for each\n" +
                                                                                                                            "region and for each tile."),
                                                                                                             graph.relevantGraphSurfaceMode);

            graph.nearestSearchOnlyXZ = EditorGUILayout.Toggle(new GUIContent("Nearest node queries in XZ space",
                                                                              "Recomended for single-layered environments.\nFaster but can be inacurate esp. in multilayered contexts."), graph.nearestSearchOnlyXZ);

            if (graph.nearestSearchOnlyXZ && (Mathf.Abs(graph.rotation.x) > 1 || Mathf.Abs(graph.rotation.z) > 1))
            {
                EditorGUILayout.HelpBox("Nearest node queries in XZ space is not recommended for rotated graphs since XZ space no longer corresponds to the ground plane", MessageType.Warning);
            }
        }
        /// <summary>Draws the inspector for a \link Pathfinding.GraphCollision GraphCollision class \endlink</summary>
        protected virtual void DrawCollisionEditor(GraphCollision collision)
        {
            collision = collision ?? new GraphCollision();

            DrawUse2DPhysics(collision);

            collision.collisionCheck = ToggleGroup("Collision testing", collision.collisionCheck);
            if (collision.collisionCheck)
            {
                string[] colliderOptions = collision.use2D ? new [] { "Circle", "Point" } : new [] { "Sphere", "Capsule", "Ray" };
                int[]    colliderValues  = collision.use2D ? new [] { 0, 2 } : new [] { 0, 1, 2 };
                // In 2D the Circle (Sphere) mode will replace both the Sphere and the Capsule modes
                // However make sure that the original value is still stored in the grid graph in case the user changes back to the 3D mode in the inspector.
                var tp = collision.type;
                if (tp == ColliderType.Capsule && collision.use2D)
                {
                    tp = ColliderType.Sphere;
                }
                EditorGUI.BeginChangeCheck();
                tp = (ColliderType)EditorGUILayout.IntPopup("Collider type", (int)tp, colliderOptions, colliderValues);
                if (EditorGUI.EndChangeCheck())
                {
                    collision.type = tp;
                }

                // Only spheres and capsules have a diameter
                if (collision.type == ColliderType.Capsule || collision.type == ColliderType.Sphere)
                {
                    collision.diameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the capsule or sphere. 1 equals one node width"), collision.diameter);
                }

                if (!collision.use2D)
                {
                    if (collision.type == ColliderType.Capsule || collision.type == ColliderType.Ray)
                    {
                        collision.height = EditorGUILayout.FloatField(new GUIContent("Height/Length", "Height of cylinder or length of ray in world units"), collision.height);
                    }

                    collision.collisionOffset = EditorGUILayout.FloatField(new GUIContent("Offset", "Offset upwards from the node. Can be used so that obstacles can be used as ground and at the same time as obstacles for lower positioned nodes"), collision.collisionOffset);
                }

                collision.mask = EditorGUILayoutx.LayerMaskField("Obstacle Layer Mask", collision.mask);
            }

            GUILayout.Space(2);

            if (collision.use2D)
            {
                EditorGUI.BeginDisabledGroup(collision.use2D);
                ToggleGroup("Height testing", false);
                EditorGUI.EndDisabledGroup();
            }
            else
            {
                collision.heightCheck = ToggleGroup("Height testing", collision.heightCheck);
                if (collision.heightCheck)
                {
                    collision.fromHeight = EditorGUILayout.FloatField(new GUIContent("Ray length", "The height from which to check for ground"), collision.fromHeight);

                    collision.heightMask = EditorGUILayoutx.LayerMaskField("Mask", collision.heightMask);

                    collision.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "Use a thick line instead of a thin line"), collision.thickRaycast);

                    if (collision.thickRaycast)
                    {
                        EditorGUI.indentLevel++;
                        collision.thickRaycastDiameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the thick raycast"), collision.thickRaycastDiameter);
                        EditorGUI.indentLevel--;
                    }

                    collision.unwalkableWhenNoGround = EditorGUILayout.Toggle(new GUIContent("Unwalkable when no ground", "Make nodes unwalkable when no ground was found with the height raycast. If height raycast is turned off, this doesn't affect anything"), collision.unwalkableWhenNoGround);
                }
            }
        }
示例#4
0
        /** Draws the inspector for a \link Pathfinding.GraphCollision GraphCollision class \endlink */
        public void DrawCollisionEditor(GraphCollision collision)
        {
            if (collision == null)
            {
                collision = new GraphCollision();
            }

            /*GUILayout.Space (5);
            *  Rect r = EditorGUILayout.BeginVertical (AstarPathEditor.graphBoxStyle);
            *  GUI.Box (r,"",AstarPathEditor.graphBoxStyle);
            *  GUILayout.Space (2);*/
            Separator();

            collision.use2D = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "Use the Physics2D API for collision checking"), collision.use2D);

#if UNITY_LE_4_3
            if (collision.use2D)
            {
                EditorGUILayout.HelpBox("2D Physics is only supported from Unity 4.3 and up", MessageType.Error);
            }
#endif

            /*GUILayout.BeginHorizontal ();
             * GUIStyle boxHeader = AstarPathEditor.astarSkin.FindStyle ("CollisionHeader");
             * GUILayout.Label ("Collision testing",boxHeader);
             * collision.collisionCheck = GUILayout.Toggle (collision.collisionCheck,"");
             *
             * bool preEnabledRoot = GUI.enabled;
             * GUI.enabled = collision.collisionCheck;
             * GUILayout.EndHorizontal ();*/
            collision.collisionCheck = ToggleGroup("Collision testing", collision.collisionCheck);
            bool preEnabledRoot = GUI.enabled;
            GUI.enabled = collision.collisionCheck;

            //GUILayout.BeginHorizontal ();
            collision.type = (ColliderType)EditorGUILayout.EnumPopup("Collider type", collision.type);
            //new string[3] {"Sphere","Capsule","Ray"}

            bool preEnabled = GUI.enabled;
            if (collision.type != ColliderType.Capsule && collision.type != ColliderType.Sphere)
            {
                GUI.enabled = false;
            }
            collision.diameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the capsule or sphere. 1 equals one node width"), collision.diameter);

            GUI.enabled = preEnabled;

            if (collision.type != ColliderType.Capsule && collision.type != ColliderType.Ray)
            {
                GUI.enabled = false;
            }
            collision.height = EditorGUILayout.FloatField(new GUIContent("Height/Length", "Height of cylinder or length of ray in world units"), collision.height);
            GUI.enabled      = preEnabled;

            collision.collisionOffset = EditorGUILayout.FloatField(new GUIContent("Offset", "Offset upwards from the node. Can be used so that obstacles can be used as ground and at the same time as obstacles for lower positioned nodes"), collision.collisionOffset);

            //collision.mask = 1 << EditorGUILayout.LayerField ("Mask",Mathf.Clamp ((int)Mathf.Log (collision.mask,2),0,31));

            collision.mask = EditorGUILayoutx.LayerMaskField("Mask", collision.mask);

            GUILayout.Space(2);


            GUI.enabled = preEnabledRoot;

            if (collision.use2D)
            {
                GUI.enabled = false;
            }

            collision.heightCheck = ToggleGroup("Height testing", collision.heightCheck);
            GUI.enabled           = collision.heightCheck && GUI.enabled;

            /*GUILayout.BeginHorizontal ();
             * GUILayout.Label ("Height testing",boxHeader);
             * collision.heightCheck = GUILayout.Toggle (collision.heightCheck,"");
             * GUI.enabled = collision.heightCheck;
             * GUILayout.EndHorizontal ();*/

            collision.fromHeight = EditorGUILayout.FloatField(new GUIContent("Ray length", "The height from which to check for ground"), collision.fromHeight);

            collision.heightMask = EditorGUILayoutx.LayerMaskField("Mask", collision.heightMask);
            //collision.heightMask = 1 << EditorGUILayout.LayerField ("Mask",Mathf.Clamp ((int)Mathf.Log (collision.heightMask,2),0,31));

            collision.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "Use a thick line instead of a thin line"), collision.thickRaycast);

            editor.GUILayoutx.BeginFadeArea(collision.thickRaycast, "thickRaycastDiameter");

            if (editor.GUILayoutx.DrawID("thickRaycastDiameter"))
            {
                EditorGUI.indentLevel++;
                collision.thickRaycastDiameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the thick raycast"), collision.thickRaycastDiameter);
                EditorGUI.indentLevel--;
            }

            editor.GUILayoutx.EndFadeArea();

            collision.unwalkableWhenNoGround = EditorGUILayout.Toggle(new GUIContent("Unwalkable when no ground", "Make nodes unwalkable when no ground was found with the height raycast. If height raycast is turned off, this doesn't affect anything"), collision.unwalkableWhenNoGround);

            GUI.enabled = preEnabledRoot;

            //GUILayout.Space (2);
            //EditorGUILayout.EndVertical ();
            //GUILayout.Space (5);
        }
示例#5
0
        public override void OnInspectorGUI(NavGraph target)
        {
            RecastGraph graph = target as RecastGraph;

            bool preEnabled = GUI.enabled;

            //if (graph.forceBounds) {

            System.Int64 estWidth = Mathf.RoundToInt(Mathf.Ceil(graph.forcedBoundsSize.x / graph.cellSize));
            System.Int64 estDepth = Mathf.RoundToInt(Mathf.Ceil(graph.forcedBoundsSize.z / graph.cellSize));

            if (estWidth * estDepth >= 1024 * 1024 || estDepth >= 1024 * 1024 || estWidth >= 1024 * 1024)
            {
                GUIStyle helpBox = GUI.skin.FindStyle("HelpBox");
                if (helpBox == null)
                {
                    helpBox = GUI.skin.FindStyle("Box");
                }

                Color preColor = GUI.color;
                if (estWidth * estDepth >= 2048 * 2048 || estDepth >= 2048 * 2048 || estWidth >= 2048 * 2048)
                {
                    GUI.color = Color.red;
                }
                else
                {
                    GUI.color = Color.yellow;
                }

                GUILayout.Label("Warning : Might take some time to calculate", helpBox);
                GUI.color = preColor;
            }

            GUI.enabled = false;
            EditorGUILayout.LabelField("Width (samples)", estWidth.ToString());

            EditorGUILayout.LabelField("Depth (samples)", estDepth.ToString());

            /*} else {
             *      GUI.enabled = false;
             *      EditorGUILayout.LabelField ("Width (samples)","undetermined");
             *      EditorGUILayout.LabelField ("Depth (samples)","undetermined");
             * }*/
            GUI.enabled = preEnabled;

            graph.cellSize = EditorGUILayout.FloatField(new GUIContent("Cell Size", "Size of one voxel in world units"), graph.cellSize);
            if (graph.cellSize < 0.001F)
            {
                graph.cellSize = 0.001F;
            }

            graph.cellHeight = EditorGUILayout.FloatField(new GUIContent("Cell Height", "Height of one voxel in world units"), graph.cellHeight);
            if (graph.cellHeight < 0.001F)
            {
                graph.cellHeight = 0.001F;
            }

            graph.useTiles = (UseTiles)EditorGUILayout.EnumPopup("Use Tiled Graph", graph.useTiles?UseTiles.UseTiles:UseTiles.DontUseTiles) == UseTiles.UseTiles;

            EditorGUI.BeginDisabledGroup(!graph.useTiles);

            graph.editorTileSize = EditorGUILayout.IntField(new GUIContent("Tile Size", "Size in voxels of a single tile.\n" +
                                                                           "This is the width of the tile.\n" +
                                                                           "\n" +
                                                                           "A large tile size can be faster to initially scan (but beware of out of memory issues if you try with a too large tile size in a large world)\n" +
                                                                           "smaller tile sizes are (much) faster to update.\n" +
                                                                           "\n" +
                                                                           "Different tile sizes can affect the quality of paths. It is often good to split up huge open areas into several tiles for\n" +
                                                                           "better quality paths, but too small tiles can lead to effects looking like invisible obstacles."), graph.editorTileSize);

            EditorGUI.EndDisabledGroup();

            graph.minRegionSize = EditorGUILayout.FloatField(new GUIContent("Min Region Size", "Small regions will be removed. In square world units"), graph.minRegionSize);

            graph.walkableHeight  = EditorGUILayout.FloatField(new GUIContent("Walkable Height", "Minimum distance to the roof for an area to be walkable"), graph.walkableHeight);
            graph.walkableClimb   = EditorGUILayout.FloatField(new GUIContent("Walkable Climb", "How high can the character climb"), graph.walkableClimb);
            graph.characterRadius = EditorGUILayout.FloatField(new GUIContent("Character Radius", "Radius of the character, it's good to add some margin though"), graph.characterRadius);

            graph.maxSlope      = EditorGUILayout.Slider(new GUIContent("Max Slope", "Approximate maximum slope"), graph.maxSlope, 0F, 90F);
            graph.maxEdgeLength = EditorGUILayout.FloatField(new GUIContent("Max Edge Length", "Maximum length of one edge in the completed navmesh before it is split. A lower value can often yield better quality graphs"), graph.maxEdgeLength);
            graph.maxEdgeLength = graph.maxEdgeLength < graph.cellSize ? graph.cellSize : graph.maxEdgeLength;

            graph.contourMaxError = EditorGUILayout.FloatField(new GUIContent("Max Edge Error", "Amount of simplification to apply to edges"), graph.contourMaxError);

            graph.rasterizeTerrain = EditorGUILayout.Toggle(new GUIContent("Rasterize Terrain", "Should a rasterized terrain be included"), graph.rasterizeTerrain);
            if (graph.rasterizeTerrain)
            {
                EditorGUI.indentLevel++;
                graph.rasterizeTrees = EditorGUILayout.Toggle(new GUIContent("Rasterize Trees", "Rasterize tree colliders on terrains. " +
                                                                             "If the tree prefab has a collider, that collider will be rasterized. " +
                                                                             "Otherwise a simple box collider will be used and the script will " +
                                                                             "try to adjust it to the tree's scale, it might not do a very good job though so " +
                                                                             "an attached collider is preferable."), graph.rasterizeTrees);
                if (graph.rasterizeTrees)
                {
                    EditorGUI.indentLevel++;
                    graph.colliderRasterizeDetail = EditorGUILayout.FloatField(new GUIContent("Collider Detail", "Controls the detail of the generated collider meshes. Increasing does not necessarily yield better navmeshes, but lowering will speed up scan"), graph.colliderRasterizeDetail);
                    EditorGUI.indentLevel--;
                }

                graph.terrainSampleSize = EditorGUILayout.IntField(new GUIContent("Terrain Sample Size", "Size of terrain samples. A lower value is better, but slower"), graph.terrainSampleSize);
                graph.terrainSampleSize = graph.terrainSampleSize < 1 ? 1 : graph.terrainSampleSize;                //Clamp to at least 1
                EditorGUI.indentLevel--;
            }

            graph.rasterizeMeshes    = EditorGUILayout.Toggle(new GUIContent("Rasterize Meshes", "Should meshes be rasterized and used for building the navmesh"), graph.rasterizeMeshes);
            graph.rasterizeColliders = EditorGUILayout.Toggle(new GUIContent("Rasterize Colliders", "Should colliders be rasterized and used for building the navmesh"), graph.rasterizeColliders);
            if (graph.rasterizeColliders)
            {
                EditorGUI.indentLevel++;
                graph.colliderRasterizeDetail = EditorGUILayout.FloatField(new GUIContent("Collider Detail", "Controls the detail of the generated collider meshes. Increasing does not necessarily yield better navmeshes, but lowering will speed up scan"), graph.colliderRasterizeDetail);
                EditorGUI.indentLevel--;
            }


            Separator();

            graph.forcedBoundsCenter = EditorGUILayout.Vector3Field("Center", graph.forcedBoundsCenter);
            graph.forcedBoundsSize   = EditorGUILayout.Vector3Field("Size", graph.forcedBoundsSize);

            if (GUILayout.Button(new GUIContent("Snap bounds to scene", "Will snap the bounds of the graph to exactly contain all active meshes in the scene")))
            {
                graph.SnapForceBoundsToScene();
                GUI.changed = true;
            }

            Separator();

        #if UNITY_4
            EditorGUILayout.HelpBox("Objects contained in any of these masks will be taken into account.", MessageType.None);
        #endif
            graph.mask     = EditorGUILayoutx.LayerMaskField("Layer Mask", graph.mask);
            tagMaskFoldout = EditorGUILayoutx.UnityTagMaskList(new GUIContent("Tag Mask"), tagMaskFoldout, graph.tagMask);

            Separator();

            graph.showMeshOutline     = EditorGUILayout.Toggle(new GUIContent("Show mesh outline", "Toggles gizmos for drawing an outline of the mesh"), graph.showMeshOutline);
            graph.showNodeConnections = EditorGUILayout.Toggle(new GUIContent("Show node connections", "Toggles gizmos for drawing node connections"), graph.showNodeConnections);

            if (GUILayout.Button("Export to .obj file"))
            {
                ExportToFile(graph);
            }


            Separator();
            GUILayout.Label(new GUIContent("Advanced"), EditorStyles.boldLabel);

            graph.relevantGraphSurfaceMode = (RecastGraph.RelevantGraphSurfaceMode)EditorGUILayout.EnumPopup(new GUIContent("Relevant Graph Surface Mode",
                                                                                                                            "Require every region to have a RelevantGraphSurface component inside it.\n" +
                                                                                                                            "A RelevantGraphSurface component placed in the scene specifies that\n" +
                                                                                                                            "the navmesh region it is inside should be included in the navmesh.\n\n" +
                                                                                                                            "If this is set to OnlyForCompletelyInsideTile\n" +
                                                                                                                            "a navmesh region is included in the navmesh if it\n" +
                                                                                                                            "has a RelevantGraphSurface inside it, or if it\n" +
                                                                                                                            "is adjacent to a tile border. This can leave some small regions\n" +
                                                                                                                            "which you didn't want to have included because they are adjacent\n" +
                                                                                                                            "to tile borders, but it removes the need to place a component\n" +
                                                                                                                            "in every single tile, which can be tedious (see below).\n\n" +
                                                                                                                            "If this is set to RequireForAll\n" +
                                                                                                                            "a navmesh region is included only if it has a RelevantGraphSurface\n" +
                                                                                                                            "inside it. Note that even though the navmesh\n" +
                                                                                                                            "looks continous between tiles, the tiles are computed individually\n" +
                                                                                                                            "and therefore you need a RelevantGraphSurface component for each\n" +
                                                                                                                            "region and for each tile."),
                                                                                                             graph.relevantGraphSurfaceMode);

            graph.nearestSearchOnlyXZ = EditorGUILayout.Toggle(new GUIContent("Nearest node queries in XZ space",
                                                                              "Recomended for single-layered environments.\nFaster but can be inacurate esp. in multilayered contexts."), graph.nearestSearchOnlyXZ);
            //graph.mask = 1 << EditorGUILayout.LayerField ("Mask",(int)Mathf.Log (graph.mask,2));
        }
示例#6
0
        public override void OnInspectorGUI(NavGraph target)
        {
            PointGraph graph = target as PointGraph;

            /*
             #if UNITY_3_3
             *              graph.root = (Transform)EditorGUILayout.ObjectField (new GUIContent ("Root","All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"),graph.root,typeof(Transform));
             #else
             *              graph.root = (Transform)EditorGUILayout.ObjectField (new GUIContent ("Root","All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"),graph.root,typeof(Transform),true);
             #endif
             */
            //Debug.Log (EditorGUI.indentLevel);

            graph.root = ObjectField(new GUIContent("Root", "All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"), graph.root, typeof(Transform), true) as Transform;

            graph.recursive = EditorGUILayout.Toggle(new GUIContent("Recursive", "Should childs of the childs in the root GameObject be searched"), graph.recursive);
            graph.searchTag = EditorGUILayout.TagField(new GUIContent("Tag", "If root is not set, all objects with this tag will be used as nodes"), graph.searchTag);

        #if UNITY_4
            if (graph.root != null)
            {
                EditorGUILayout.HelpBox("All childs " + (graph.recursive ? "and sub-childs ":"") + "of 'root' will be used as nodes\nSet root to null to use a tag search instead", MessageType.None);
            }
            else
            {
                EditorGUILayout.HelpBox("All object with the tag '" + graph.searchTag + "' will be used as nodes" + (graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), MessageType.None);
            }
        #else
            if (graph.root != null)
            {
                GUILayout.Label("All childs " + (graph.recursive ? "and sub-childs ":"") + "of 'root' will be used as nodes\nSet root to null to use a tag search instead", AstarPathEditor.helpBox);
            }
            else
            {
                GUILayout.Label("All object with the tag '" + graph.searchTag + "' will be used as nodes" + (graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), AstarPathEditor.helpBox);
            }
        #endif

            graph.maxDistance = EditorGUILayout.FloatField(new GUIContent("Max Distance", "The max distance in world space for a connection to be valid. A zero counts as infinity"), graph.maxDistance);

        #if UNITY_LE_4_3
            EditorGUIUtility.LookLikeControls();
        #endif
        #if UNITY_4
            graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits);
        #else
            EditorGUILayoutx.BeginIndent();
            graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits);
            EditorGUILayoutx.EndIndent();
        #endif
        #if UNITY_LE_4_3
            EditorGUIUtility.LookLikeInspector();
        #endif

            graph.raycast = EditorGUILayout.Toggle(new GUIContent("Raycast", "Use raycasting to check if connections are valid between each pair of nodes"), graph.raycast);

            //EditorGUILayoutx.FadeArea fade = editor.GUILayoutx.BeginFadeArea (graph.raycast,"raycast");
            //if ( fade.Show () ) {
            if (graph.raycast)
            {
                EditorGUI.indentLevel++;

                graph.use2DPhysics = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "If enabled, all raycasts will use the Unity 2D Physics API instead of the 3D one."), graph.use2DPhysics);
                graph.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "A thick raycast checks along a thick line with radius instead of just along a line"), graph.thickRaycast);

                //editor.GUILayoutx.BeginFadeArea (graph.thickRaycast,"thickRaycast");
                if (graph.thickRaycast)
                {
                    graph.thickRaycastRadius = EditorGUILayout.FloatField(new GUIContent("Raycast Radius", "The radius in world units for the thick raycast"), graph.thickRaycastRadius);
                }
                //editor.GUILayoutx.EndFadeArea ();

                //graph.mask = 1 << EditorGUILayout.LayerField ("Mask",(int)Mathf.Log (graph.mask,2));
                graph.mask = EditorGUILayoutx.LayerMaskField(/*new GUIContent (*/ "Mask" /*,"Used to mask which layers should be checked")*/, graph.mask);
                EditorGUI.indentLevel--;
            }

            //editor.GUILayoutx.EndFadeArea ();
        }
        /** Draws the inspector for a \link Pathfinding.GraphCollision GraphCollision class \endlink */
        public void DrawCollisionEditor(GraphCollision collision)
        {
            if (collision == null)
            {
                collision = new GraphCollision();
            }

            Separator();

            collision.use2D = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "Use the Physics2D API for collision checking"), collision.use2D);

            collision.collisionCheck = ToggleGroup("Collision testing", collision.collisionCheck);
            bool preEnabledRoot = GUI.enabled;

            GUI.enabled = collision.collisionCheck;

            collision.type = (ColliderType)EditorGUILayout.EnumPopup("Collider type", collision.type);

            bool preEnabled = GUI.enabled;

            if (collision.type != ColliderType.Capsule && collision.type != ColliderType.Sphere)
            {
                GUI.enabled = false;
            }
            collision.diameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the capsule or sphere. 1 equals one node width"), collision.diameter);

            GUI.enabled = preEnabled;

            if (collision.type != ColliderType.Capsule && collision.type != ColliderType.Ray)
            {
                GUI.enabled = false;
            }
            collision.height = EditorGUILayout.FloatField(new GUIContent("Height/Length", "Height of cylinder or length of ray in world units"), collision.height);
            GUI.enabled      = preEnabled;

            collision.collisionOffset = EditorGUILayout.FloatField(new GUIContent("Offset", "Offset upwards from the node. Can be used so that obstacles can be used as ground and at the same time as obstacles for lower positioned nodes"), collision.collisionOffset);

            collision.mask = EditorGUILayoutx.LayerMaskField("Mask", collision.mask);

            GUILayout.Space(2);


            GUI.enabled = preEnabledRoot;

            if (collision.use2D)
            {
                GUI.enabled = false;
            }

            collision.heightCheck = ToggleGroup("Height testing", collision.heightCheck);
            GUI.enabled           = collision.heightCheck && GUI.enabled;

            collision.fromHeight = EditorGUILayout.FloatField(new GUIContent("Ray length", "The height from which to check for ground"), collision.fromHeight);

            collision.heightMask = EditorGUILayoutx.LayerMaskField("Mask", collision.heightMask);

            collision.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "Use a thick line instead of a thin line"), collision.thickRaycast);

            editor.GUILayoutx.BeginFadeArea(collision.thickRaycast, "thickRaycastDiameter");

            if (editor.GUILayoutx.DrawID("thickRaycastDiameter"))
            {
                EditorGUI.indentLevel++;
                collision.thickRaycastDiameter = EditorGUILayout.FloatField(new GUIContent("Diameter", "Diameter of the thick raycast"), collision.thickRaycastDiameter);
                EditorGUI.indentLevel--;
            }

            editor.GUILayoutx.EndFadeArea();

            collision.unwalkableWhenNoGround = EditorGUILayout.Toggle(new GUIContent("Unwalkable when no ground", "Make nodes unwalkable when no ground was found with the height raycast. If height raycast is turned off, this doesn't affect anything"), collision.unwalkableWhenNoGround);

            GUI.enabled = preEnabledRoot;
        }