GetNavMeshAreaNames() private method

private GetNavMeshAreaNames ( ) : string[]
return string[]
        private void SelectNavMeshArea()
        {
            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = this.m_AreaIndex.hasMultipleDifferentValues;
            string[] navMeshAreaNames = GameObjectUtility.GetNavMeshAreaNames();
            int      intValue         = this.m_AreaIndex.intValue;
            int      selectedIndex    = -1;

            for (int i = 0; i < navMeshAreaNames.Length; i++)
            {
                if (GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[i]) == intValue)
                {
                    selectedIndex = i;
                    break;
                }
            }
            int index = EditorGUILayout.Popup("Navigation Area", selectedIndex, navMeshAreaNames, new GUILayoutOption[0]);

            EditorGUI.showMixedValue = false;
            if (EditorGUI.EndChangeCheck())
            {
                int navMeshAreaFromName = GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[index]);
                this.m_AreaIndex.intValue = navMeshAreaFromName;
            }
        }
示例#2
0
        private void SelectNavMeshArea()
        {
            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = m_AreaIndex.hasMultipleDifferentValues;
            var areaNames            = GameObjectUtility.GetNavMeshAreaNames();
            var currentAbsoluteIndex = m_AreaIndex.intValue;
            var areaIndex            = -1;

            //Need to find the index as the list of names will compress out empty layers
            for (var i = 0; i < areaNames.Length; i++)
            {
                if (GameObjectUtility.GetNavMeshAreaFromName(areaNames[i]) == currentAbsoluteIndex)
                {
                    areaIndex = i;
                    break;
                }
            }

            var area = EditorGUILayout.Popup(Styles.NavigationArea, areaIndex, areaNames);

            EditorGUI.showMixedValue = false;

            if (EditorGUI.EndChangeCheck())
            {
                var newAreaIndex = GameObjectUtility.GetNavMeshAreaFromName(areaNames[area]);
                m_AreaIndex.intValue = newAreaIndex;
            }
        }
        private static void ObjectSettings(Object[] components, GameObject[] gos)
        {
            ComponentBasedWorkflowButton();

            EditorGUILayout.MultiSelectionObjectTitleBar(components);

            using (var so = new SerializedObject(gos))
            {
                using (new EditorGUI.DisabledScope(!SceneModeUtility.StaticFlagField("Navigation Static", so.FindProperty("m_StaticEditorFlags"), (int)StaticEditorFlags.NavigationStatic)))
                {
                    SceneModeUtility.StaticFlagField("Generate OffMeshLinks", so.FindProperty("m_StaticEditorFlags"), (int)StaticEditorFlags.OffMeshLinkGeneration);

                    var property = so.FindProperty("m_NavMeshLayer");

                    EditorGUI.BeginChangeCheck();
                    EditorGUI.showMixedValue = property.hasMultipleDifferentValues;
                    var navAreaNames         = GameObjectUtility.GetNavMeshAreaNames();
                    var currentAbsoluteIndex = GameObjectUtility.GetNavMeshArea(gos[0]);

                    var navAreaIndex = -1;

                    // Need to find the index as the list of names will compress out empty area
                    for (var i = 0; i < navAreaNames.Length; i++)
                    {
                        if (GameObjectUtility.GetNavMeshAreaFromName(navAreaNames[i]) == currentAbsoluteIndex)
                        {
                            navAreaIndex = i;
                            break;
                        }
                    }

                    var navMeshArea = EditorGUILayout.Popup("Navigation Area", navAreaIndex, navAreaNames);
                    EditorGUI.showMixedValue = false;

                    if (EditorGUI.EndChangeCheck())
                    {
                        //Convert the selected index into absolute index...
                        var newNavAreaIndex = GameObjectUtility.GetNavMeshAreaFromName(navAreaNames[navMeshArea]);

                        GameObjectUtility.ShouldIncludeChildren includeChildren = GameObjectUtility.DisplayUpdateChildrenDialogIfNeeded(Selection.gameObjects,
                                                                                                                                        "Change Navigation Area", "Do you want change the navigation area to " + navAreaNames[navMeshArea] + " for all the child objects as well?");
                        if (includeChildren != GameObjectUtility.ShouldIncludeChildren.Cancel)
                        {
                            property.intValue = newNavAreaIndex;
                            SetNavMeshArea(newNavAreaIndex, includeChildren == 0);
                        }
                    }
                }

                so.ApplyModifiedProperties();
            }
        }
        private static void ObjectSettings(UnityEngine.Object[] components, GameObject[] gos)
        {
            EditorGUILayout.MultiSelectionObjectTitleBar(components);
            SerializedObject serializedObject = new SerializedObject(gos);

            EditorGUI.BeginDisabledGroup(!SceneModeUtility.StaticFlagField("Navigation Static", serializedObject.FindProperty("m_StaticEditorFlags"), 8));
            SceneModeUtility.StaticFlagField("Generate OffMeshLinks", serializedObject.FindProperty("m_StaticEditorFlags"), 32);
            SerializedProperty serializedProperty = serializedObject.FindProperty("m_NavMeshLayer");

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = serializedProperty.hasMultipleDifferentValues;
            string[] navMeshAreaNames = GameObjectUtility.GetNavMeshAreaNames();
            int      navMeshArea      = GameObjectUtility.GetNavMeshArea(gos[0]);
            int      selectedIndex    = -1;

            for (int i = 0; i < navMeshAreaNames.Length; i++)
            {
                if (GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[i]) == navMeshArea)
                {
                    selectedIndex = i;
                    break;
                }
            }
            int num = EditorGUILayout.Popup("Navigation Area", selectedIndex, navMeshAreaNames, new GUILayoutOption[0]);

            EditorGUI.showMixedValue = false;
            if (EditorGUI.EndChangeCheck())
            {
                int navMeshAreaFromName = GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[num]);
                GameObjectUtility.ShouldIncludeChildren shouldIncludeChildren = GameObjectUtility.DisplayUpdateChildrenDialogIfNeeded(Selection.gameObjects, "Change Navigation Area", "Do you want change the navigation area to " + navMeshAreaNames[num] + " for all the child objects as well?");
                if (shouldIncludeChildren != GameObjectUtility.ShouldIncludeChildren.Cancel)
                {
                    serializedProperty.intValue = navMeshAreaFromName;
                    NavMeshEditorWindow.SetNavMeshArea(navMeshAreaFromName, shouldIncludeChildren == GameObjectUtility.ShouldIncludeChildren.IncludeChildren);
                }
            }
            EditorGUI.EndDisabledGroup();
            serializedObject.ApplyModifiedProperties();
        }
示例#5
0
        public override void OnInspectorGUI()
        {
            if (s_Styles == null)
            {
                s_Styles = new Styles();
            }

            serializedObject.Update();

            AgentTypePopupInternal("Agent Type", m_AgentTypeID);
            EditorGUILayout.PropertyField(m_BaseOffset);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(s_Styles.m_AgentSteeringHeader, EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(m_Speed);
            EditorGUILayout.PropertyField(m_AngularSpeed);
            EditorGUILayout.PropertyField(m_Acceleration);
            EditorGUILayout.PropertyField(m_StoppingDistance);
            EditorGUILayout.PropertyField(m_AutoBraking);

            EditorGUILayout.Space();
            EditorGUILayout.LabelField(s_Styles.m_AgentAvoidanceHeader, EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(m_Radius);
            EditorGUILayout.PropertyField(m_Height);
            EditorGUILayout.PropertyField(m_ObstacleAvoidanceType, GUIContent.Temp("Quality"));
            EditorGUILayout.PropertyField(m_AvoidancePriority, GUIContent.Temp("Priority"));

            EditorGUILayout.Space();
            EditorGUILayout.LabelField(s_Styles.m_AgentPathFindingHeader, EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(m_AutoTraverseOffMeshLink);
            EditorGUILayout.PropertyField(m_AutoRepath);

            //Initially needed data
            var areaNames      = GameObjectUtility.GetNavMeshAreaNames();
            var currentMask    = m_WalkableMask.longValue;
            var compressedMask = 0;

            //Need to find the index as the list of names will compress out empty areas
            for (var i = 0; i < areaNames.Length; i++)
            {
                var areaIndex = GameObjectUtility.GetNavMeshAreaFromName(areaNames[i]);
                if (((1 << areaIndex) & currentMask) != 0)
                {
                    compressedMask = compressedMask | (1 << i);
                }
            }

            //TODO: Refactor this to use the mask field that takes a label.
            float kH       = EditorGUI.kSingleLineHeight;
            var   position = GUILayoutUtility.GetRect(EditorGUILayout.kLabelFloatMinW, EditorGUILayout.kLabelFloatMaxW, kH, kH, EditorStyles.layerMaskField);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = m_WalkableMask.hasMultipleDifferentValues;
            var areaMask = EditorGUI.MaskField(position, "Area Mask", compressedMask, areaNames, EditorStyles.layerMaskField);

            EditorGUI.showMixedValue = false;

            if (EditorGUI.EndChangeCheck())
            {
                if (areaMask == ~0)
                {
                    m_WalkableMask.longValue = 0xffffffff;
                }
                else
                {
                    uint newMask = 0;
                    for (var i = 0; i < areaNames.Length; i++)
                    {
                        //If the bit has been set in the compacted mask
                        if (((areaMask >> i) & 1) != 0)
                        {
                            //Find out the 'real' layer from the name, then set it in the new mask
                            newMask = newMask | (uint)(1 << GameObjectUtility.GetNavMeshAreaFromName(areaNames[i]));
                        }
                    }
                    m_WalkableMask.longValue = newMask;
                }
            }

            serializedObject.ApplyModifiedProperties();
        }
示例#6
0
        public override void OnInspectorGUI()
        {
            if (NavMeshAgentInspector.s_Styles == null)
            {
                NavMeshAgentInspector.s_Styles = new NavMeshAgentInspector.Styles();
            }
            base.serializedObject.Update();
            NavMeshAgentInspector.AgentTypePopupInternal("Agent Type", this.m_AgentTypeID);
            EditorGUILayout.PropertyField(this.m_BaseOffset, new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentSteeringHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Speed, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AngularSpeed, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Acceleration, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_StoppingDistance, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoBraking, new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentAvoidanceHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Radius, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Height, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_ObstacleAvoidanceType, GUIContent.Temp("Quality"), new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AvoidancePriority, GUIContent.Temp("Priority"), new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentPathFindingHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoTraverseOffMeshLink, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoRepath, new GUILayoutOption[0]);
            string[] navMeshAreaNames = GameObjectUtility.GetNavMeshAreaNames();
            long     longValue        = this.m_WalkableMask.longValue;
            int      num = 0;

            for (int i = 0; i < navMeshAreaNames.Length; i++)
            {
                int navMeshAreaFromName = GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[i]);
                if ((1L << (navMeshAreaFromName & 31) & longValue) != 0L)
                {
                    num |= 1 << i;
                }
            }
            Rect rect = GUILayoutUtility.GetRect(EditorGUILayout.kLabelFloatMinW, EditorGUILayout.kLabelFloatMaxW, 16f, 16f, EditorStyles.layerMaskField);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = this.m_WalkableMask.hasMultipleDifferentValues;
            int num2 = EditorGUI.MaskField(rect, "Area Mask", num, navMeshAreaNames, EditorStyles.layerMaskField);

            EditorGUI.showMixedValue = false;
            if (EditorGUI.EndChangeCheck())
            {
                if (num2 == -1)
                {
                    this.m_WalkableMask.longValue = (long)((ulong)-1);
                }
                else
                {
                    uint num3 = 0u;
                    for (int j = 0; j < navMeshAreaNames.Length; j++)
                    {
                        if ((num2 >> j & 1) != 0)
                        {
                            num3 |= 1u << GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[j]);
                        }
                    }
                    this.m_WalkableMask.longValue = (long)((ulong)num3);
                }
            }
            base.serializedObject.ApplyModifiedProperties();
        }
 public static string[] GetNavMeshLayerNames()
 {
     return(GameObjectUtility.GetNavMeshAreaNames());
 }
示例#8
0
        public override void OnInspectorGUI()
        {
            if (s_Styles == null)
            {
                s_Styles = new Styles();
            }
            base.serializedObject.Update();
            EditorGUILayout.LabelField(s_Styles.m_AgentSizeHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Radius, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Height, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_BaseOffset, new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(s_Styles.m_AgentSteeringHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Speed, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AngularSpeed, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Acceleration, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_StoppingDistance, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoBraking, new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(s_Styles.m_AgentAvoidanceHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_ObstacleAvoidanceType, GUIContent.Temp("Quality"), new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AvoidancePriority, GUIContent.Temp("Priority"), new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(s_Styles.m_AgentPathFindingHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoTraverseOffMeshLink, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoRepath, new GUILayoutOption[0]);
            string[] navMeshAreaNames = GameObjectUtility.GetNavMeshAreaNames();
            long     longValue        = this.m_WalkableMask.longValue;
            int      mask             = 0;

            for (int i = 0; i < navMeshAreaNames.Length; i++)
            {
                int navMeshAreaFromName = GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[i]);
                if (((((int)1) << navMeshAreaFromName) & longValue) != 0)
                {
                    mask |= ((int)1) << i;
                }
            }
            Rect position = GUILayoutUtility.GetRect(EditorGUILayout.kLabelFloatMinW, EditorGUILayout.kLabelFloatMaxW, 16f, 16f, EditorStyles.layerMaskField);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = this.m_WalkableMask.hasMultipleDifferentValues;
            int num6 = EditorGUI.MaskField(position, "Area Mask", mask, navMeshAreaNames, EditorStyles.layerMaskField);

            EditorGUI.showMixedValue = false;
            if (EditorGUI.EndChangeCheck())
            {
                if (num6 == -1)
                {
                    this.m_WalkableMask.longValue = 0xffffffffL;
                }
                else
                {
                    uint num7 = 0;
                    for (int j = 0; j < navMeshAreaNames.Length; j++)
                    {
                        if (((num6 >> j) & 1) != 0)
                        {
                            num7 |= ((uint)1) << GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[j]);
                        }
                    }
                    this.m_WalkableMask.longValue = num7;
                }
            }
            base.serializedObject.ApplyModifiedProperties();
        }
示例#9
0
        public override void OnInspectorGUI()
        {
            if (NavMeshAgentInspector.s_Styles == null)
            {
                NavMeshAgentInspector.s_Styles = new NavMeshAgentInspector.Styles();
            }
            this.serializedObject.Update();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentSizeHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Radius);
            EditorGUILayout.PropertyField(this.m_Height);
            EditorGUILayout.PropertyField(this.m_BaseOffset);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentSteeringHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_Speed);
            EditorGUILayout.PropertyField(this.m_AngularSpeed);
            EditorGUILayout.PropertyField(this.m_Acceleration);
            EditorGUILayout.PropertyField(this.m_StoppingDistance);
            EditorGUILayout.PropertyField(this.m_AutoBraking);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentAvoidanceHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_ObstacleAvoidanceType, GUIContent.Temp("Quality"), new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AvoidancePriority, GUIContent.Temp("Priority"), new GUILayoutOption[0]);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(NavMeshAgentInspector.s_Styles.m_AgentPathFindingHeader, EditorStyles.boldLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_AutoTraverseOffMeshLink);
            EditorGUILayout.PropertyField(this.m_AutoRepath);
            string[] navMeshAreaNames = GameObjectUtility.GetNavMeshAreaNames();
            long     longValue        = this.m_WalkableMask.longValue;
            int      mask             = 0;

            for (int index = 0; index < navMeshAreaNames.Length; ++index)
            {
                if (((long)(1 << GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[index])) & longValue) != 0L)
                {
                    mask |= 1 << index;
                }
            }
            Rect rect = GUILayoutUtility.GetRect(EditorGUILayout.kLabelFloatMinW, EditorGUILayout.kLabelFloatMaxW, 16f, 16f, EditorStyles.layerMaskField);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = this.m_WalkableMask.hasMultipleDifferentValues;
            int num1 = EditorGUI.MaskField(rect, "Area Mask", mask, navMeshAreaNames, EditorStyles.layerMaskField);

            EditorGUI.showMixedValue = false;
            if (EditorGUI.EndChangeCheck())
            {
                if (num1 == -1)
                {
                    this.m_WalkableMask.longValue = (long)uint.MaxValue;
                }
                else
                {
                    uint num2 = 0;
                    for (int index = 0; index < navMeshAreaNames.Length; ++index)
                    {
                        if ((num1 >> index & 1) != 0)
                        {
                            num2 |= (uint)(1 << GameObjectUtility.GetNavMeshAreaFromName(navMeshAreaNames[index]));
                        }
                    }
                    this.m_WalkableMask.longValue = (long)num2;
                }
            }
            this.serializedObject.ApplyModifiedProperties();
        }
示例#10
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            AgentTypePopupInternal(m_AgentTypeID);
            EditorGUILayout.PropertyField(m_BaseOffset, Styles.BaseOffset);
            EditorGUILayout.Space();
            EditorGUILayout.LabelField(Styles.AgentSteeringHeader, EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(m_Speed, Styles.Speed);
            EditorGUILayout.PropertyField(m_AngularSpeed, Styles.AngularSpeed);
            EditorGUILayout.PropertyField(m_Acceleration, Styles.Acceleration);
            EditorGUILayout.PropertyField(m_StoppingDistance, Styles.StoppingDistance);
            EditorGUILayout.PropertyField(m_AutoBraking, Styles.AutoBraking);

            EditorGUILayout.Space();
            EditorGUILayout.LabelField(Styles.AgentAvoidanceHeader, EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(m_Radius, Styles.Radius);
            EditorGUILayout.PropertyField(m_Height, Styles.Height);
            EditorGUILayout.PropertyField(m_ObstacleAvoidanceType, Styles.Quality);
            EditorGUILayout.PropertyField(m_AvoidancePriority, Styles.Priority);

            EditorGUILayout.Space();
            EditorGUILayout.LabelField(Styles.AgentPathFindingHeader, EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(m_AutoTraverseOffMeshLink, Styles.AutoTraverseOffMeshLink);
            EditorGUILayout.PropertyField(m_AutoRepath, Styles.AutoRepath);

            //Initially needed data
            var areaNames      = GameObjectUtility.GetNavMeshAreaNames();
            var currentMask    = m_WalkableMask.longValue;
            var compressedMask = 0;

            if (currentMask == 0xffffffff)
            {
                compressedMask = ~0;
            }
            else
            {
                //Need to find the index as the list of names will compress out empty areas
                for (var i = 0; i < areaNames.Length; i++)
                {
                    var areaIndex = GameObjectUtility.GetNavMeshAreaFromName(areaNames[i]);
                    if (((1 << areaIndex) & currentMask) != 0)
                    {
                        compressedMask = compressedMask | (1 << i);
                    }
                }
            }

            var position = EditorGUILayout.GetControlRect();

            EditorGUI.BeginProperty(position, GUIContent.none, m_WalkableMask);

            EditorGUI.BeginChangeCheck();
            EditorGUI.showMixedValue = m_WalkableMask.hasMultipleDifferentValues;
            var areaMask = EditorGUI.MaskField(position, Styles.AreaMask, compressedMask, areaNames, EditorStyles.layerMaskField);

            EditorGUI.showMixedValue = false;

            if (EditorGUI.EndChangeCheck())
            {
                if (areaMask == ~0)
                {
                    m_WalkableMask.longValue = 0xffffffff;
                }
                else
                {
                    uint newMask = 0;
                    for (var i = 0; i < areaNames.Length; i++)
                    {
                        //If the bit has been set in the compacted mask
                        if (((areaMask >> i) & 1) != 0)
                        {
                            //Find out the 'real' layer from the name, then set it in the new mask
                            newMask = newMask | (uint)(1 << GameObjectUtility.GetNavMeshAreaFromName(areaNames[i]));
                        }
                    }
                    m_WalkableMask.longValue = newMask;
                }
            }
            EditorGUI.EndProperty();

            serializedObject.ApplyModifiedProperties();
        }