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