58 lines
1.5 KiB
C#
58 lines
1.5 KiB
C#
using UnityEngine;
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using UnityEditor;
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namespace Pathfinding {
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[CustomEditor(typeof(NavmeshAdd))]
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[CanEditMultipleObjects]
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public class NavmeshAddEditor : EditorBase {
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protected override void Inspector () {
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EditorGUI.BeginChangeCheck();
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var type = FindProperty("type");
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PropertyField("type", "Shape");
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EditorGUI.indentLevel++;
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if (!type.hasMultipleDifferentValues) {
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switch ((NavmeshAdd.MeshType)type.intValue) {
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case NavmeshAdd.MeshType.Rectangle:
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PropertyField("rectangleSize");
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break;
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case NavmeshAdd.MeshType.CustomMesh:
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PropertyField("mesh");
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PropertyField("meshScale");
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break;
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}
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}
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PropertyField("center");
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EditorGUI.indentLevel--;
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EditorGUILayout.Separator();
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PropertyField("updateDistance");
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if (PropertyField("useRotationAndScale")) {
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EditorGUI.indentLevel++;
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FloatField("updateRotationDistance", min: 0f, max: 180f);
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EditorGUI.indentLevel--;
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}
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EditorGUI.BeginChangeCheck();
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PropertyField("graphMask", "Traversable Graphs");
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bool changedMask = EditorGUI.EndChangeCheck();
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serializedObject.ApplyModifiedProperties();
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if (EditorGUI.EndChangeCheck()) {
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foreach (NavmeshAdd tg in targets) {
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tg.RebuildMesh();
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tg.ForceUpdate();
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// If the mask is changed we disable and then enable the component
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// to make sure it is removed from the right graphs and then added back
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if (changedMask && tg.enabled) {
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tg.enabled = false;
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tg.enabled = true;
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}
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}
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}
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}
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}
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}
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