UnityGame/Library/PackageCache/com.unity.ai.navigation/Editor/NavMeshComponentsGUIUtility.cs

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2024-10-27 10:53:47 +03:00
using System;
using UnityEditor;
using UnityEditor.AI;
using UnityEngine;
using UnityEngine.AI;
namespace Unity.AI.Navigation.Editor
{
/// <summary> Class containing a set of utility functions meant for presenting information from the NavMeshComponents into the GUI. </summary>
public static class NavMeshComponentsGUIUtility
{
static readonly GUIContent s_TempContent = new();
static GUIContent TempContent(string text)
{
s_TempContent.image = default;
s_TempContent.text = text;
s_TempContent.tooltip = default;
return s_TempContent;
}
internal const string k_PackageEditorResourcesFolder = "Packages/com.unity.ai.navigation/EditorResources/";
static readonly string k_OpenAreaSettingsText = L10n.Tr("Open Area Settings...");
/// <summary> Displays a GUI element for selecting the area type used by a <see cref="NavMeshSurface"/>, <see cref="NavMeshLink"/>, <see cref="NavMeshModifier"/> or <see cref="NavMeshModifierVolume"/>.</summary>
/// <remarks> The dropdown menu lists all of the area types defined in the <a href="../manual/NavigationWindow.html#areas-tab">Areas tab</a> of the Navigation window. </remarks>
/// <param name="labelName">The label for the field.</param>
/// <param name="areaProperty">The serialized property that this GUI element displays and modifies. It represents a NavMesh <see cref="NavMeshModifier.area">area type</see> and it needs to store values of type <see cref="SerializedPropertyType.Integer"/>.</param>
/// <seealso cref="NavMeshSurface.defaultArea">NavMeshSurface.defaultArea</seealso>
/// <seealso cref="NavMeshBuildSource.area">NavMeshBuildSource.area</seealso>
public static void AreaPopup(string labelName, SerializedProperty areaProperty) =>
AreaPopup(TempContent(labelName), areaProperty);
internal static void AreaPopup(GUIContent label, SerializedProperty areaProperty)
{
var areaIndex = -1;
var areaNames = GetNavMeshAreaNames();
for (var i = 0; i < areaNames.Length; i++)
{
var areaValue = GetNavMeshAreaFromName(areaNames[i]);
if (areaValue == areaProperty.intValue)
areaIndex = i;
}
ArrayUtility.Add(ref areaNames, "");
ArrayUtility.Add(ref areaNames, k_OpenAreaSettingsText);
var rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
EditorGUI.BeginProperty(rect, GUIContent.none, areaProperty);
EditorGUI.BeginChangeCheck();
areaIndex = EditorGUI.Popup(rect, label, areaIndex, areaNames);
if (EditorGUI.EndChangeCheck())
{
if (areaIndex >= 0 && areaIndex < areaNames.Length - 2)
areaProperty.intValue = GetNavMeshAreaFromName(areaNames[areaIndex]);
else if (areaIndex == areaNames.Length - 1)
NavMeshEditorHelpers.OpenAreaSettings();
}
EditorGUI.EndProperty();
}
internal static readonly string k_OpenAgentSettingsText = L10n.Tr("Open Agent Settings...");
static readonly string k_AgentTypeInvalidText = L10n.Tr("Agent Type invalid.");
/// <summary> Displays a GUI element for selecting the agent type used by a <see cref="NavMeshSurface"/> or <see cref="NavMeshLink"/>. </summary>
/// <remarks> The dropdown menu lists all of the agent types defined in the <a href="../manual/NavigationWindow.html#agents-tab">Agents tab</a> of the Navigation window. </remarks>
/// <param name="labelName">The label for the field.</param>
/// <param name="agentTypeID">The serialized property that this GUI element displays and modifies. It stores an <see cref="SerializedPropertyType.Integer"/> value that represents a NavMesh <see cref="NavMeshSurface.agentTypeID">agent type ID</see>.<br/>
/// The selected item is displayed as the <a href="https://docs.unity3d.com/ScriptReference/AI.NavMesh.GetSettingsNameFromID.html">name</a> that corresponds to the stored ID.</param>
/// <seealso href="https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent-agentTypeID.html">NavMeshAgent.agentTypeID</seealso>
/// <seealso href="https://docs.unity3d.com/ScriptReference/AI.NavMeshBuildSettings-agentTypeID.html">NavMeshBuildSettings.agentTypeID</seealso>
/// <seealso href="https://docs.unity3d.com/ScriptReference/AI.NavMesh.GetSettingsNameFromID.html">NavMesh.GetSettingsNameFromID</seealso>
public static void AgentTypePopup(string labelName, SerializedProperty agentTypeID) =>
AgentTypePopup(TempContent(labelName), agentTypeID);
internal static void AgentTypePopup(GUIContent label, SerializedProperty agentTypeID)
{
var index = -1;
var count = NavMesh.GetSettingsCount();
var agentTypeNames = new string[count + 2];
for (var i = 0; i < count; i++)
{
var id = NavMesh.GetSettingsByIndex(i).agentTypeID;
var name = NavMesh.GetSettingsNameFromID(id);
agentTypeNames[i] = name;
if (id == agentTypeID.intValue)
index = i;
}
agentTypeNames[count] = "";
agentTypeNames[count + 1] = k_OpenAgentSettingsText;
bool validAgentType = index != -1;
if (!validAgentType)
{
EditorGUILayout.HelpBox(k_AgentTypeInvalidText, MessageType.Warning);
}
var rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
EditorGUI.BeginProperty(rect, GUIContent.none, agentTypeID);
EditorGUI.BeginChangeCheck();
index = EditorGUI.Popup(rect, label, index, agentTypeNames);
if (EditorGUI.EndChangeCheck())
{
if (index >= 0 && index < count)
{
var id = NavMesh.GetSettingsByIndex(index).agentTypeID;
agentTypeID.intValue = id;
}
else if (index == count + 1)
{
NavMeshEditorHelpers.OpenAgentSettings(-1);
}
}
EditorGUI.EndProperty();
}
// Agent mask is a set (internally array/list) of agentTypeIDs.
// It is used to describe which agents modifiers apply to.
// There is a special case of "None" which is an empty array.
// There is a special case of "All" which is an array of length 1, and value of -1.
/// <summary> Displays a GUI element for selecting multiple agent types for which a <see cref="NavMeshModifier"/> or <see cref="NavMeshModifierVolume"/> can influence the NavMesh.</summary>
/// <remarks> The dropdown menu lists all of the agent types defined in the <a href="../manual/NavigationWindow.html#agents-tab">Agents tab</a> of the Navigation window. </remarks>
/// <param name="labelName">The label for the field.</param>
/// <param name="agentMask">The serialized property that holds the <a href="https://docs.unity3d.com/ScriptReference/SerializedProperty-isArray.html">array</a> of NavMesh <see cref="NavMeshSurface.agentTypeID">agent type</see> values that are selected from the items defined in the <a href="../manual/NavigationWindow.html#agents-tab">Agents tab</a> of the Navigation window. The items are stored as <see cref="SerializedPropertyType.Integer"/> <see cref="NavMeshBuildSettings.agentTypeID">ID values</see> and are displayed as their corresponding <a href="https://docs.unity3d.com/ScriptReference/AI.NavMesh.GetSettingsNameFromID.html">names</a>.</param>
/// <seealso href="https://docs.unity3d.com/ScriptReference/AI.NavMesh.GetSettingsByIndex.html">NavMesh.GetSettingsByIndex</seealso>
/// <seealso href="Unity.AI.Navigation.NavMeshModifier.AffectsAgentType.html">NavMeshModifier.AffectsAgentType</seealso>
/// <seealso href="Unity.AI.Navigation.NavMeshModifierVolume.AffectsAgentType.html">NavMeshModifierVolume.AffectsAgentType</seealso>
public static void AgentMaskPopup(string labelName, SerializedProperty agentMask) =>
AgentMaskPopup(TempContent(labelName), agentMask);
internal static void AgentMaskPopup(GUIContent label, SerializedProperty agentMask)
{
// Contents of the dropdown box.
string popupContent = "";
if (agentMask.hasMultipleDifferentValues)
popupContent = "\u2014";
else
popupContent = GetAgentMaskLabelName(agentMask);
var content = TempContent(popupContent);
var popupRect = GUILayoutUtility.GetRect(content, EditorStyles.popup);
EditorGUI.BeginProperty(popupRect, GUIContent.none, agentMask);
popupRect = EditorGUI.PrefixLabel(popupRect, 0, label);
bool pressed = GUI.Button(popupRect, content, EditorStyles.popup);
if (pressed)
{
var show = !agentMask.hasMultipleDifferentValues;
var showNone = show && agentMask.arraySize == 0;
var showAll = show && IsAll(agentMask);
var menu = new GenericMenu();
menu.AddItem(new GUIContent("None"), showNone, SetAgentMaskNone, agentMask);
menu.AddItem(new GUIContent("All"), showAll, SetAgentMaskAll, agentMask);
menu.AddSeparator("");
var count = NavMesh.GetSettingsCount();
for (var i = 0; i < count; i++)
{
var id = NavMesh.GetSettingsByIndex(i).agentTypeID;
var sname = NavMesh.GetSettingsNameFromID(id);
var showSelected = show && AgentMaskHasSelectedAgentTypeID(agentMask, id);
var userData = new object[] { agentMask, id, !showSelected };
menu.AddItem(new GUIContent(sname), showSelected, ToggleAgentMaskItem, userData);
}
menu.DropDown(popupRect);
}
EditorGUI.EndProperty();
}
/// <summary> Creates and selects a new GameObject as a child of another GameObject. </summary>
/// <param name="suggestedName">The name given to the created child GameObject. If necessary, this method <a href="https://docs.unity3d.com/ScriptReference/GameObjectUtility.GetUniqueNameForSibling.html">modifies</a> the name in order to distinguish it from the other children of the same parent object.</param>
/// <param name="parent">The GameObject to which the created GameObject is attached as a child object.</param>
/// <returns>A new GameObject that is a child of the specified parent GameObject.</returns>
public static GameObject CreateAndSelectGameObject(string suggestedName, GameObject parent)
{
return CreateAndSelectGameObject(suggestedName, parent, Array.Empty<Type>());
}
internal static GameObject CreateAndSelectGameObject(string suggestedName, GameObject parent, params Type[] components)
{
var child = ObjectFactory.CreateGameObject(suggestedName, components);
GOCreationCommands.Place(child, parent);
return child;
}
/// <summary> Checks whether a serialized property has all the bits set when interpreted as a bitmask. </summary>
/// <param name="agentMask"></param>
/// <returns></returns>
static bool IsAll(SerializedProperty agentMask)
{
return agentMask.arraySize == 1 && agentMask.GetArrayElementAtIndex(0).intValue == -1;
}
/// <summary> Marks one agent type as being selected or not. </summary>
/// <param name="userData"></param>
static void ToggleAgentMaskItem(object userData)
{
var args = (object[])userData;
var agentMask = (SerializedProperty)args[0];
var agentTypeID = (int)args[1];
var value = (bool)args[2];
ToggleAgentMaskItem(agentMask, agentTypeID, value);
}
/// <summary> Marks one agent type as being selected or not. </summary>
/// <param name="agentMask"></param>
/// <param name="agentTypeID"></param>
/// <param name="value"></param>
static void ToggleAgentMaskItem(SerializedProperty agentMask, int agentTypeID, bool value)
{
if (agentMask.hasMultipleDifferentValues)
{
agentMask.ClearArray();
agentMask.serializedObject.ApplyModifiedProperties();
}
// Find which index this agent type is in the agentMask array.
int idx = -1;
for (var j = 0; j < agentMask.arraySize; j++)
{
var elem = agentMask.GetArrayElementAtIndex(j);
if (elem.intValue == agentTypeID)
idx = j;
}
// Handle "All" special case.
if (IsAll(agentMask))
{
agentMask.DeleteArrayElementAtIndex(0);
}
// Toggle value.
if (value)
{
if (idx == -1)
{
agentMask.InsertArrayElementAtIndex(agentMask.arraySize);
agentMask.GetArrayElementAtIndex(agentMask.arraySize - 1).intValue = agentTypeID;
}
}
else
{
if (idx != -1)
{
agentMask.DeleteArrayElementAtIndex(idx);
}
}
agentMask.serializedObject.ApplyModifiedProperties();
}
/// <summary> Marks all agent types as not being selected. </summary>
/// <param name="data"></param>
static void SetAgentMaskNone(object data)
{
var agentMask = (SerializedProperty)data;
agentMask.ClearArray();
agentMask.serializedObject.ApplyModifiedProperties();
}
/// <summary> Marks all agent types as being selected. </summary>
/// <param name="data"></param>
static void SetAgentMaskAll(object data)
{
var agentMask = (SerializedProperty)data;
agentMask.ClearArray();
agentMask.InsertArrayElementAtIndex(0);
agentMask.GetArrayElementAtIndex(0).intValue = -1;
agentMask.serializedObject.ApplyModifiedProperties();
}
static readonly string k_AgentMaskNoneText = L10n.Tr("None");
static readonly string k_AgentTypeAllText = L10n.Tr("All");
static readonly string k_AgentTypeMixedText = L10n.Tr("Mixed...");
/// <summary> Obtains one string that represents the current selection of agent types. </summary>
/// <param name="agentMask"></param>
/// <returns> One string that represents the current selection of agent types.</returns>
static string GetAgentMaskLabelName(SerializedProperty agentMask)
{
if (agentMask.arraySize == 0)
return k_AgentMaskNoneText;
if (IsAll(agentMask))
return k_AgentTypeAllText;
if (agentMask.arraySize <= 3)
{
var labelName = "";
for (var j = 0; j < agentMask.arraySize; j++)
{
var elem = agentMask.GetArrayElementAtIndex(j);
var settingsName = NavMesh.GetSettingsNameFromID(elem.intValue);
if (string.IsNullOrEmpty(settingsName))
continue;
if (labelName.Length > 0)
labelName += ", ";
labelName += settingsName;
}
return labelName;
}
return k_AgentTypeMixedText;
}
/// <summary> Checks whether a certain agent type is selected. </summary>
/// <param name="agentMask"></param>
/// <param name="agentTypeID"></param>
/// <returns></returns>
static bool AgentMaskHasSelectedAgentTypeID(SerializedProperty agentMask, int agentTypeID)
{
for (var j = 0; j < agentMask.arraySize; j++)
{
var elem = agentMask.GetArrayElementAtIndex(j);
if (elem.intValue == agentTypeID)
return true;
}
return false;
}
static string[] GetNavMeshAreaNames()
{
#if EDITOR_ONLY_NAVMESH_BUILDER_DEPRECATED
return NavMesh.GetAreaNames();
#else
return GameObjectUtility.GetNavMeshAreaNames();
#endif
}
static int GetNavMeshAreaFromName(string name)
{
#if EDITOR_ONLY_NAVMESH_BUILDER_DEPRECATED
return NavMesh.GetAreaFromName(name);
#else
return GameObjectUtility.GetNavMeshAreaFromName(name);
#endif
}
}
}