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- using UnityEditor;
- using UnityEngine;
- namespace Pathfinding {
- [CustomPropertyDrawer(typeof(GraphMask))]
- public class GraphMaskDrawer : PropertyDrawer {
- string[] graphLabels = new string[32];
- public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
- // Make sure the AstarPath object is initialized and the graphs are loaded, this is required to be able to show graph names in the mask popup
- AstarPath.FindAstarPath();
- for (int i = 0; i < graphLabels.Length; i++) {
- if (AstarPath.active == null || AstarPath.active.data.graphs == null || i >= AstarPath.active.data.graphs.Length || AstarPath.active.data.graphs[i] == null) graphLabels[i] = "Graph " + i + (i == 31 ? "+" : "");
- else {
- graphLabels[i] = AstarPath.active.data.graphs[i].name + " (graph " + i + ")";
- }
- }
- EditorGUI.BeginChangeCheck();
- EditorGUI.showMixedValue = property.hasMultipleDifferentValues;
- var valueProp = property.FindPropertyRelative("value");
- int newVal = EditorGUI.MaskField(position, label, valueProp.intValue, graphLabels);
- if (EditorGUI.EndChangeCheck()) {
- valueProp.intValue = newVal;
- }
- EditorGUI.showMixedValue = false;
- }
- }
- }
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