162 lines
6.6 KiB
C#
162 lines
6.6 KiB
C#
using UnityEditor;
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using UnityEngine;
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namespace Pathfinding {
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[CustomEditor(typeof(AIBase), true)]
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[CanEditMultipleObjects]
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public class BaseAIEditor : EditorBase {
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float lastSeenCustomGravity = float.NegativeInfinity;
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bool debug = false;
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protected void AutoRepathInspector () {
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var mode = FindProperty("autoRepath.mode");
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PropertyField(mode, "Recalculate paths automatically");
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if (!mode.hasMultipleDifferentValues) {
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var modeValue = (AutoRepathPolicy.Mode)mode.enumValueIndex;
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EditorGUI.indentLevel++;
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if (modeValue == AutoRepathPolicy.Mode.EveryNSeconds) {
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FloatField("autoRepath.interval", min: 0f);
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} else if (modeValue == AutoRepathPolicy.Mode.Dynamic) {
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var maxInterval = FindProperty("autoRepath.maximumInterval");
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FloatField(maxInterval, min: 0f);
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Slider("autoRepath.sensitivity", 1.0f, 20.0f);
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if (PropertyField("autoRepath.visualizeSensitivity")) {
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EditorGUILayout.HelpBox("When the game is running the sensitivity will be visualized as a magenta circle. The path will be recalculated immediately if the destination is outside the circle and more quickly if it is close to the edge.", MessageType.None);
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}
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EditorGUILayout.HelpBox("The path will be recalculated at least every " + maxInterval.floatValue.ToString("0.0") + " seconds, but more often if the destination changes a lot", MessageType.None);
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}
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EditorGUI.indentLevel--;
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}
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}
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protected void DebugInspector () {
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debug = EditorGUILayout.Foldout(debug, "Debug info");
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if (debug) {
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var ai = target as IAstarAI;
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.Toggle("Reached Destination", ai.reachedDestination);
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EditorGUILayout.Toggle("Reached End Of Path", ai.reachedEndOfPath);
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EditorGUILayout.Toggle("Path Pending", ai.pathPending);
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EditorGUILayout.Vector3Field("Destination", ai.destination);
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EditorGUILayout.LabelField("Remaining distance", ai.remainingDistance.ToString("0.00"));
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EditorGUI.EndDisabledGroup();
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}
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}
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protected override void Inspector () {
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var isAIPath = typeof(AIPath).IsAssignableFrom(target.GetType());
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Section("Shape");
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FloatField("radius", min: 0.01f);
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FloatField("height", min: 0.01f);
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Section("Pathfinding");
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AutoRepathInspector();
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Section("Movement");
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PropertyField("canMove");
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FloatField("maxSpeed", min: 0f);
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if (isAIPath) {
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EditorGUI.BeginChangeCheck();
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var acceleration = FindProperty("maxAcceleration");
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int acc = acceleration.hasMultipleDifferentValues ? -1 : (acceleration.floatValue >= 0 ? 1 : 0);
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var nacc = EditorGUILayout.Popup("Max Acceleration", acc, new [] { "Default", "Custom" });
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if (EditorGUI.EndChangeCheck()) {
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if (nacc == 0) acceleration.floatValue = -2.5f;
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else if (acceleration.floatValue < 0) acceleration.floatValue = 10;
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}
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if (!acceleration.hasMultipleDifferentValues && nacc == 1) {
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EditorGUI.indentLevel++;
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PropertyField(acceleration.propertyPath);
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EditorGUI.indentLevel--;
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acceleration.floatValue = Mathf.Max(acceleration.floatValue, 0.01f);
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}
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Popup("orientation", new [] { new GUIContent("ZAxisForward (for 3D games)"), new GUIContent("YAxisForward (for 2D games)") });
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} else {
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FloatField("acceleration", min: 0f);
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// The RichAI script doesn't really support any orientation other than Z axis forward, so don't expose it in the inspector
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FindProperty("orientation").enumValueIndex = (int)OrientationMode.ZAxisForward;
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}
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if (PropertyField("enableRotation")) {
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EditorGUI.indentLevel++;
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FloatField("rotationSpeed", min: 0f);
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PropertyField("slowWhenNotFacingTarget");
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EditorGUI.indentLevel--;
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}
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if (isAIPath) {
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FloatField("pickNextWaypointDist", min: 0f);
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FloatField("slowdownDistance", min: 0f);
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} else {
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FloatField("slowdownTime", min: 0f);
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FloatField("wallForce", min: 0f);
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FloatField("wallDist", min: 0f);
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PropertyField("funnelSimplification");
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}
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FloatField("endReachedDistance", min: 0f);
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if (isAIPath) {
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PropertyField("alwaysDrawGizmos");
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PropertyField("whenCloseToDestination");
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PropertyField("constrainInsideGraph");
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}
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var mono = target as MonoBehaviour;
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mono.TryGetComponent<Rigidbody>(out Rigidbody rigid);
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mono.TryGetComponent<Rigidbody2D>(out Rigidbody2D rigid2D);
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mono.TryGetComponent<CharacterController>(out CharacterController controller);
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var canUseGravity = (controller != null && controller.enabled) || ((rigid == null || rigid.isKinematic) && (rigid2D == null || rigid2D.isKinematic));
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var gravity = FindProperty("gravity");
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var groundMask = FindProperty("groundMask");
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if (canUseGravity) {
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EditorGUI.BeginChangeCheck();
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int grav = gravity.hasMultipleDifferentValues ? -1 : (gravity.vector3Value == Vector3.zero ? 0 : (float.IsNaN(gravity.vector3Value.x) ? 1 : 2));
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var ngrav = EditorGUILayout.Popup("Gravity", grav, new [] { "None", "Use Project Settings", "Custom" });
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if (EditorGUI.EndChangeCheck()) {
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if (ngrav == 0) gravity.vector3Value = Vector3.zero;
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else if (ngrav == 1) gravity.vector3Value = new Vector3(float.NaN, float.NaN, float.NaN);
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else if (float.IsNaN(gravity.vector3Value.x) || gravity.vector3Value == Vector3.zero) gravity.vector3Value = Physics.gravity;
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lastSeenCustomGravity = float.NegativeInfinity;
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}
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if (!gravity.hasMultipleDifferentValues) {
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// A sort of delayed Vector3 field (to prevent the field from dissappearing if you happen to enter zeroes into x, y and z for a short time)
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// Note: cannot use != in this case because that will not give the correct result in case of NaNs
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if (!(gravity.vector3Value == Vector3.zero)) lastSeenCustomGravity = Time.realtimeSinceStartup;
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if (Time.realtimeSinceStartup - lastSeenCustomGravity < 2f) {
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EditorGUI.indentLevel++;
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if (!float.IsNaN(gravity.vector3Value.x)) {
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PropertyField(gravity.propertyPath);
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}
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if (controller == null || !controller.enabled) {
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PropertyField(groundMask.propertyPath, "Raycast Ground Mask");
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}
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EditorGUI.indentLevel--;
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}
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}
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} else {
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.Popup(new GUIContent(gravity.displayName, "Disabled because a non-kinematic rigidbody is attached"), 0, new [] { new GUIContent("Handled by Rigidbody") });
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EditorGUI.EndDisabledGroup();
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}
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DebugInspector();
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if ((rigid != null || rigid2D != null) && (controller != null && controller.enabled)) {
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EditorGUILayout.HelpBox("You are using both a Rigidbody and a Character Controller. Those components are not really designed for that. Please use only one of them.", MessageType.Warning);
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}
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}
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}
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}
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