ShantiManti/Assets/AstarPathfindingProject/Editor/GraphEditors/PointGeneratorEditor.cs
2024-04-28 13:51:52 +02:00

51 lines
2.7 KiB (Stored with Git LFS)
C#

using UnityEngine;
using UnityEditor;
namespace Pathfinding {
[CustomGraphEditor(typeof(PointGraph), "Point Graph")]
public class PointGraphEditor : GraphEditor {
static readonly GUIContent[] nearestNodeDistanceModeLabels = {
new GUIContent("Node"),
new GUIContent("Connection (pro version only)"),
};
public override void OnInspectorGUI (NavGraph target) {
var graph = target as PointGraph;
graph.root = ObjectField(new GUIContent("Root", "All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"), graph.root, typeof(Transform), true, false) as Transform;
graph.recursive = EditorGUILayout.Toggle(new GUIContent("Recursive", "Should childs of the childs in the root GameObject be searched"), graph.recursive);
graph.searchTag = EditorGUILayout.TagField(new GUIContent("Tag", "If root is not set, all objects with this tag will be used as nodes"), graph.searchTag);
if (graph.root != null) {
EditorGUILayout.HelpBox("All childs "+(graph.recursive ? "and sub-childs " : "") +"of 'root' will be used as nodes\nSet root to null to use a tag search instead", MessageType.None);
} else {
EditorGUILayout.HelpBox("All object with the tag '"+graph.searchTag+"' will be used as nodes"+(graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), MessageType.None);
}
graph.maxDistance = EditorGUILayout.FloatField(new GUIContent("Max Distance", "The max distance in world space for a connection to be valid. A zero counts as infinity"), graph.maxDistance);
graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits);
graph.raycast = EditorGUILayout.Toggle(new GUIContent("Raycast", "Use raycasting to check if connections are valid between each pair of nodes"), graph.raycast);
if (graph.raycast) {
EditorGUI.indentLevel++;
graph.use2DPhysics = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "If enabled, all raycasts will use the Unity 2D Physics API instead of the 3D one."), graph.use2DPhysics);
graph.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "A thick raycast checks along a thick line with radius instead of just along a line"), graph.thickRaycast);
if (graph.thickRaycast) {
EditorGUI.indentLevel++;
graph.thickRaycastRadius = EditorGUILayout.FloatField(new GUIContent("Raycast Radius", "The radius in world units for the thick raycast"), graph.thickRaycastRadius);
EditorGUI.indentLevel--;
}
graph.mask = EditorGUILayoutx.LayerMaskField("Mask", graph.mask);
EditorGUI.indentLevel--;
}
EditorGUILayout.Popup(new GUIContent("Nearest node queries find closest"), 0, nearestNodeDistanceModeLabels);
}
}
}