using UnityEngine; using UnityEditor; namespace Pathfinding.RVO { [CustomEditor(typeof(RVOController))] [CanEditMultipleObjects] public class RVOControllerEditor : EditorBase { protected override void Inspector () { Section("Shape"); var ai = (target as MonoBehaviour).GetComponent(); if (ai != null) { var drivenStr = "Driven by " + ai.GetType().Name + " component"; EditorGUILayout.LabelField("Radius", drivenStr); if ((target as RVOController).movementPlane == MovementPlane.XZ) { EditorGUILayout.LabelField("Height", drivenStr); EditorGUILayout.LabelField("Center", drivenStr); } } else { FloatField("radiusBackingField", label: "Radius", min: 0.01f); if ((target as RVOController).movementPlane == MovementPlane.XZ) { FloatField("heightBackingField", label: "Height", min: 0.01f); PropertyField("centerBackingField", label: "Center"); } } Section("Avoidance"); FloatField("agentTimeHorizon", min: 0f); FloatField("obstacleTimeHorizon", min: 0f); PropertyField("maxNeighbours"); PropertyField("layer"); PropertyField("collidesWith"); PropertyField("priority"); EditorGUILayout.Separator(); EditorGUI.BeginDisabledGroup(PropertyField("lockWhenNotMoving")); PropertyField("locked"); EditorGUI.EndDisabledGroup(); EditorGUILayout.Separator(); PropertyField("debug"); bool maxNeighboursLimit = false; bool debugAndMultithreading = false; for (int i = 0; i < targets.Length; i++) { var controller = targets[i] as RVOController; maxNeighboursLimit |= controller.rvoAgent != null && controller.rvoAgent.NeighbourCount >= controller.rvoAgent.MaxNeighbours; debugAndMultithreading |= controller.simulator != null && controller.simulator.Multithreading && controller.debug; } if (maxNeighboursLimit) { EditorGUILayout.HelpBox("Limit of how many neighbours to consider (Max Neighbours) has been reached. Some nearby agents may have been ignored. " + "To ensure all agents are taken into account you can raise the 'Max Neighbours' value at a cost to performance.", MessageType.Warning); } if (debugAndMultithreading) { EditorGUILayout.HelpBox("Debug mode can only be used when no multithreading is used. Set the 'Worker Threads' field on the RVOSimulator to 'None'", MessageType.Error); } if (RVOSimulator.active == null && !EditorUtility.IsPersistent(target)) { EditorGUILayout.HelpBox("There is no enabled RVOSimulator component in the scene. A single RVOSimulator component is required for local avoidance.", MessageType.Warning); } } } }