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- using UnityEditor;
- using UnityEngine;
- namespace Pathfinding {
- [CustomEditor(typeof(AIBase), true)]
- [CanEditMultipleObjects]
- public class BaseAIEditor : EditorBase {
- float lastSeenCustomGravity = float.NegativeInfinity;
- bool debug = false;
- protected void AutoRepathInspector () {
- var mode = FindProperty("autoRepath.mode");
- PropertyField(mode, "Recalculate paths automatically");
- if (!mode.hasMultipleDifferentValues) {
- var modeValue = (AutoRepathPolicy.Mode)mode.enumValueIndex;
- EditorGUI.indentLevel++;
- if (modeValue == AutoRepathPolicy.Mode.EveryNSeconds) {
- FloatField("autoRepath.period", min: 0f);
- } else if (modeValue == AutoRepathPolicy.Mode.Dynamic) {
- var maxInterval = FindProperty("autoRepath.maximumPeriod");
- FloatField(maxInterval, min: 0f);
- Slider("autoRepath.sensitivity", 1.0f, 20.0f);
- if (PropertyField("autoRepath.visualizeSensitivity")) {
- 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);
- }
- EditorGUILayout.HelpBox("The path will be recalculated at least every " + maxInterval.floatValue.ToString("0.0") + " seconds, but more often if the destination changes quickly", MessageType.None);
- }
- EditorGUI.indentLevel--;
- }
- }
- protected void DebugInspector () {
- debug = EditorGUILayout.Foldout(debug, "Debug info");
- if (debug) {
- var ai = target as IAstarAI;
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.Toggle("Reached Destination", ai.reachedDestination);
- EditorGUILayout.Toggle("Reached End Of Path", ai.reachedEndOfPath);
- EditorGUILayout.Toggle("Path Pending", ai.pathPending);
- EditorGUILayout.Vector3Field("Destination", ai.destination);
- EditorGUILayout.LabelField("Remaining distance", ai.remainingDistance.ToString("0.00"));
- EditorGUI.EndDisabledGroup();
- }
- }
- protected override void Inspector () {
- var isAIPath = typeof(AIPath).IsAssignableFrom(target.GetType());
- Section("Shape");
- FloatField("radius", min: 0.01f);
- FloatField("height", min: 0.01f);
- Section("Pathfinding");
- AutoRepathInspector();
- Section("Movement");
- PropertyField("canMove");
- FloatField("maxSpeed", min: 0f);
- if (isAIPath) {
- EditorGUI.BeginChangeCheck();
- var acceleration = FindProperty("maxAcceleration");
- int acc = acceleration.hasMultipleDifferentValues ? -1 : (acceleration.floatValue >= 0 ? 1 : 0);
- var nacc = EditorGUILayout.Popup("Max Acceleration", acc, new [] { "Default", "Custom" });
- if (EditorGUI.EndChangeCheck()) {
- if (nacc == 0) acceleration.floatValue = -2.5f;
- else if (acceleration.floatValue < 0) acceleration.floatValue = 10;
- }
- if (!acceleration.hasMultipleDifferentValues && nacc == 1) {
- EditorGUI.indentLevel++;
- PropertyField(acceleration.propertyPath);
- EditorGUI.indentLevel--;
- acceleration.floatValue = Mathf.Max(acceleration.floatValue, 0.01f);
- }
- Popup("orientation", new [] { new GUIContent("ZAxisForward (for 3D games)"), new GUIContent("YAxisForward (for 2D games)") });
- } else {
- FloatField("acceleration", min: 0f);
- // The RichAI script doesn't really support any orientation other than Z axis forward, so don't expose it in the inspector
- FindProperty("orientation").enumValueIndex = (int)OrientationMode.ZAxisForward;
- }
- if (PropertyField("enableRotation")) {
- EditorGUI.indentLevel++;
- FloatField("rotationSpeed", min: 0f);
- PropertyField("slowWhenNotFacingTarget");
- EditorGUI.indentLevel--;
- }
- if (isAIPath) {
- FloatField("pickNextWaypointDist", min: 0f);
- FloatField("slowdownDistance", min: 0f);
- } else {
- FloatField("slowdownTime", min: 0f);
- FloatField("wallForce", min: 0f);
- FloatField("wallDist", min: 0f);
- PropertyField("funnelSimplification");
- }
- FloatField("endReachedDistance", min: 0f);
- if (isAIPath) {
- PropertyField("alwaysDrawGizmos");
- PropertyField("whenCloseToDestination");
- PropertyField("constrainInsideGraph");
- }
- var mono = target as MonoBehaviour;
- mono.TryGetComponent<Rigidbody>(out Rigidbody rigid);
- mono.TryGetComponent<Rigidbody2D>(out Rigidbody2D rigid2D);
- mono.TryGetComponent<CharacterController>(out CharacterController controller);
- var canUseGravity = (controller != null && controller.enabled) || ((rigid == null || rigid.isKinematic) && (rigid2D == null || rigid2D.isKinematic));
- var gravity = FindProperty("gravity");
- var groundMask = FindProperty("groundMask");
- if (canUseGravity) {
- EditorGUI.BeginChangeCheck();
- int grav = gravity.hasMultipleDifferentValues ? -1 : (gravity.vector3Value == Vector3.zero ? 0 : (float.IsNaN(gravity.vector3Value.x) ? 1 : 2));
- var ngrav = EditorGUILayout.Popup("Gravity", grav, new [] { "None", "Use Project Settings", "Custom" });
- if (EditorGUI.EndChangeCheck()) {
- if (ngrav == 0) gravity.vector3Value = Vector3.zero;
- else if (ngrav == 1) gravity.vector3Value = new Vector3(float.NaN, float.NaN, float.NaN);
- else if (float.IsNaN(gravity.vector3Value.x) || gravity.vector3Value == Vector3.zero) gravity.vector3Value = Physics.gravity;
- lastSeenCustomGravity = float.NegativeInfinity;
- }
- if (!gravity.hasMultipleDifferentValues) {
- // 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)
- // Note: cannot use != in this case because that will not give the correct result in case of NaNs
- if (!(gravity.vector3Value == Vector3.zero)) lastSeenCustomGravity = Time.realtimeSinceStartup;
- if (Time.realtimeSinceStartup - lastSeenCustomGravity < 2f) {
- EditorGUI.indentLevel++;
- if (!float.IsNaN(gravity.vector3Value.x)) {
- PropertyField(gravity.propertyPath);
- }
- if (controller == null || !controller.enabled) {
- PropertyField(groundMask.propertyPath, "Raycast Ground Mask");
- }
- EditorGUI.indentLevel--;
- }
- }
- } else {
- EditorGUI.BeginDisabledGroup(true);
- EditorGUILayout.Popup(new GUIContent(gravity.displayName, "Disabled because a non-kinematic rigidbody is attached"), 0, new [] { new GUIContent("Handled by Rigidbody") });
- EditorGUI.EndDisabledGroup();
- }
- DebugInspector();
- if ((rigid != null || rigid2D != null) && (controller != null && controller.enabled)) {
- 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);
- }
- var isRichAI = typeof(RichAI).IsAssignableFrom(target.GetType());
- if (isRichAI && Application.isPlaying && AstarPath.active != null && AstarPath.active.graphs.Length > 0 && AstarPath.active.data.recastGraph == null && AstarPath.active.data.navmesh == null) {
- EditorGUILayout.HelpBox("This script only works with a navmesh or recast graph. If you are using some other graph type you might want to use another movement script.", MessageType.Warning);
- }
- }
- }
- }
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