示例#1
0
        public static void CreateNavMeshSurface(MenuCommand menuCommand)
        {
            var parent = menuCommand.context as GameObject;
            var go     = NavMeshComponentsGuiUtility.CreateAndSelectGameObject("NavMesh Surface", parent);

            go.AddComponent <NavMeshSurface>();
            var view = SceneView.lastActiveSceneView;

            if (view != null)
            {
                view.MoveToView(go.transform);
            }
        }
示例#2
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            InspectorEditButtonGui();

            EditorGUILayout.PropertyField(_mSize);
            EditorGUILayout.PropertyField(_mCenter);

            NavMeshComponentsGuiUtility.AreaPopup("Area Type", _mArea);
            NavMeshComponentsGuiUtility.AgentMaskPopup("Affected Agents", _mAffectedAgents);
            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();
        }
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            NavMeshComponentsGuiUtility.AgentTypePopup("Agent Type", _mAgentTypeId);
            EditorGUILayout.Space();

            EditorGUILayout.PropertyField(_mStartPoint);
            EditorGUILayout.PropertyField(_mEndPoint);

            GUILayout.BeginHorizontal();
            GUILayout.Space(EditorGUIUtility.labelWidth);
            if (GUILayout.Button("Swap"))
            {
                foreach (NavMeshLink navLink in targets)
                {
                    var tmp = navLink.startPoint;
                    navLink.startPoint = navLink.endPoint;
                    navLink.endPoint   = tmp;
                }
                SceneView.RepaintAll();
            }
            if (GUILayout.Button("Align Transform"))
            {
                foreach (NavMeshLink navLink in targets)
                {
                    Undo.RecordObject(navLink.transform, "Align Transform to End Points");
                    Undo.RecordObject(navLink, "Align Transform to End Points");
                    AlignTransformToEndPoints(navLink);
                }
                SceneView.RepaintAll();
            }
            GUILayout.EndHorizontal();
            EditorGUILayout.Space();

            EditorGUILayout.PropertyField(_mWidth);
            EditorGUILayout.PropertyField(_mCostModifier);
            EditorGUILayout.PropertyField(_mAutoUpdatePosition);
            EditorGUILayout.PropertyField(_mBidirectional);

            NavMeshComponentsGuiUtility.AreaPopup("Area Type", _mArea);

            serializedObject.ApplyModifiedProperties();

            EditorGUILayout.Space();
        }
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            EditorGUILayout.PropertyField(_mIgnoreFromBuild);

            EditorGUILayout.PropertyField(_mOverrideArea);
            if (_mOverrideArea.boolValue)
            {
                EditorGUI.indentLevel++;
                NavMeshComponentsGuiUtility.AreaPopup("Area Type", _mArea);
                EditorGUI.indentLevel--;
            }

            NavMeshComponentsGuiUtility.AgentMaskPopup("Affected Agents", _mAffectedAgents);
            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();
        }
示例#5
0
        public override void OnInspectorGUI()
        {
            if (_sStyles == null)
            {
                _sStyles = new Styles();
            }

            serializedObject.Update();

            var bs = NavMesh.GetSettingsByID(_mAgentTypeId.intValue);

            if (bs.agentTypeID != -1)
            {
                // Draw image
                const float diagramHeight    = 80.0f;
                Rect        agentDiagramRect = EditorGUILayout.GetControlRect(false, diagramHeight);
                NavMeshEditorHelpers.DrawAgentDiagram(agentDiagramRect, bs.agentRadius, bs.agentHeight, bs.agentClimb, bs.agentSlope);
            }
            NavMeshComponentsGuiUtility.AgentTypePopup("Agent Type", _mAgentTypeId);

            EditorGUILayout.Space();

            EditorGUILayout.PropertyField(_mCollectObjects);
            if ((CollectObjects)_mCollectObjects.enumValueIndex == CollectObjects.Volume)
            {
                EditorGUI.indentLevel++;
                InspectorEditButtonGui();
                EditorGUILayout.PropertyField(_mSize);
                EditorGUILayout.PropertyField(_mCenter);
            }
            else
            {
                if (editingCollider)
                {
                    EditMode.QuitEditMode();
                }
            }

            EditorGUILayout.PropertyField(_mLayerMask, _sStyles.MLayerMask);
            EditorGUILayout.PropertyField(_mUseGeometry);

            EditorGUILayout.Space();

            EditorGUILayout.Space();

            _mOverrideVoxelSize.isExpanded = EditorGUILayout.Foldout(_mOverrideVoxelSize.isExpanded, "Advanced");
            if (_mOverrideVoxelSize.isExpanded)
            {
                EditorGUI.indentLevel++;

                NavMeshComponentsGuiUtility.AreaPopup("Default Area", _mDefaultArea);

                // Override voxel size.
                EditorGUILayout.PropertyField(_mOverrideVoxelSize);

                using (new EditorGUI.DisabledScope(!_mOverrideVoxelSize.boolValue || _mOverrideVoxelSize.hasMultipleDifferentValues))
                {
                    EditorGUI.indentLevel++;

                    EditorGUILayout.PropertyField(_mVoxelSize);

                    if (!_mOverrideVoxelSize.hasMultipleDifferentValues)
                    {
                        if (!_mAgentTypeId.hasMultipleDifferentValues)
                        {
                            float voxelsPerRadius = _mVoxelSize.floatValue > 0.0f ? (bs.agentRadius / _mVoxelSize.floatValue) : 0.0f;
                            EditorGUILayout.LabelField(" ", $"{voxelsPerRadius:0.00} voxels per agent radius", EditorStyles.miniLabel);
                        }
                        if (_mOverrideVoxelSize.boolValue)
                        {
                            EditorGUILayout.HelpBox("Voxel size controls how accurately the navigation mesh is generated from the level geometry. A good voxel size is 2-4 voxels per agent radius. Making voxel size smaller will increase build time.", MessageType.None);
                        }
                    }
                    EditorGUI.indentLevel--;
                }

                // Override tile size
                EditorGUILayout.PropertyField(_mOverrideTileSize);

                using (new EditorGUI.DisabledScope(!_mOverrideTileSize.boolValue || _mOverrideTileSize.hasMultipleDifferentValues))
                {
                    EditorGUI.indentLevel++;

                    EditorGUILayout.PropertyField(_mTileSize);

                    if (!_mTileSize.hasMultipleDifferentValues && !_mVoxelSize.hasMultipleDifferentValues)
                    {
                        float tileWorldSize = _mTileSize.intValue * _mVoxelSize.floatValue;
                        EditorGUILayout.LabelField(" ", $"{tileWorldSize:0.00} world units", EditorStyles.miniLabel);
                    }

                    if (!_mOverrideTileSize.hasMultipleDifferentValues)
                    {
                        if (_mOverrideTileSize.boolValue)
                        {
                            EditorGUILayout.HelpBox("Tile size controls the how local the changes to the world are (rebuild or carve). Small tile size allows more local changes, while potentially generating more data in overal.", MessageType.None);
                        }
                    }
                    EditorGUI.indentLevel--;
                }


                // Height mesh
                using (new EditorGUI.DisabledScope(true))
                {
                    EditorGUILayout.PropertyField(_mBuildHeightMesh);
                }

                EditorGUILayout.Space();
                EditorGUI.indentLevel--;
            }

            EditorGUILayout.Space();

            serializedObject.ApplyModifiedProperties();

            var hadError        = false;
            var multipleTargets = targets.Length > 1;

            foreach (NavMeshSurface navSurface in targets)
            {
                var settings = navSurface.GetBuildSettings();
                // Calculating bounds is potentially expensive when unbounded - so here we just use the center/size.
                // It means the validation is not checking vertical voxel limit correctly when the surface is set to something else than "in volume".
                var bounds = new Bounds(Vector3.zero, Vector3.zero);
                if (navSurface.collectObjects == CollectObjects.Volume)
                {
                    bounds = new Bounds(navSurface.center, navSurface.size);
                }

                var errors = settings.ValidationReport(bounds);
                if (errors.Length > 0)
                {
                    if (multipleTargets)
                    {
                        EditorGUILayout.LabelField(navSurface.name);
                    }
                    foreach (var err in errors)
                    {
                        EditorGUILayout.HelpBox(err, MessageType.Warning);
                    }
                    GUILayout.BeginHorizontal();
                    GUILayout.Space(EditorGUIUtility.labelWidth);
                    if (GUILayout.Button("Open Agent Settings...", EditorStyles.miniButton))
                    {
                        NavMeshEditorHelpers.OpenAgentSettings(navSurface.AgentTypeId);
                    }
                    GUILayout.EndHorizontal();
                    hadError = true;
                }
            }

            if (hadError)
            {
                EditorGUILayout.Space();
            }

            using (new EditorGUI.DisabledScope(Application.isPlaying || _mAgentTypeId.intValue == -1))
            {
                GUILayout.BeginHorizontal();
                GUILayout.Space(EditorGUIUtility.labelWidth);
                if (GUILayout.Button("Clear"))
                {
                    foreach (NavMeshSurface s in targets)
                    {
                        ClearSurface(s);
                    }
                    SceneView.RepaintAll();
                }

                if (GUILayout.Button("Bake"))
                {
                    // Remove first to avoid double registration of the callback
                    EditorApplication.update -= UpdateAsyncBuildOperations;
                    EditorApplication.update += UpdateAsyncBuildOperations;

                    foreach (NavMeshSurface surf in targets)
                    {
                        var oper = new AsyncBakeOperation();

                        oper.BakeData      = InitializeBakeData(surf);
                        oper.BakeOperation = surf.UpdateNavMesh(oper.BakeData);
                        oper.Surface       = surf;

                        _sBakeOperations.Add(oper);
                    }
                }

                GUILayout.EndHorizontal();
            }

            // Show progress for the selected targets
            for (int i = _sBakeOperations.Count - 1; i >= 0; --i)
            {
                if (!targets.Contains(_sBakeOperations[i].Surface))
                {
                    continue;
                }

                var oper = _sBakeOperations[i].BakeOperation;
                if (oper == null)
                {
                    continue;
                }

                var p = oper.progress;
                if (oper.isDone)
                {
                    SceneView.RepaintAll();
                    continue;
                }

                GUILayout.BeginHorizontal();

                if (GUILayout.Button("Cancel", EditorStyles.miniButton))
                {
                    var bakeData = _sBakeOperations[i].BakeData;
                    UnityEngine.AI.NavMeshBuilder.Cancel(bakeData);
                    _sBakeOperations.RemoveAt(i);
                }

                EditorGUI.ProgressBar(EditorGUILayout.GetControlRect(), p, $"Baking: {(int) (100 * p)}%");
                if (p <= 1)
                {
                    Repaint();
                }

                GUILayout.EndHorizontal();
            }
        }