using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using Coolape; [CanEditMultipleObjects] [CustomEditor(typeof(CLSeekerByRay), true)] public class ECLSeekerByRayInspector : Editor { CLSeekerByRay instance; public override void OnInspectorGUI() { instance = target as CLSeekerByRay; //DrawDefaultInspector(); ECLEditorUtl.BeginContents(); { EditorGUILayout.HelpBox( "通过射线寻路\n" + "【注意注意注意】\n" + " 1.不需要A星;\n" + " 2.只能处理简单的寻路,最好是每个目标点都是可到达的;\n" + " 3.如果某个点不能到达,则肯定会寻设置的最大的寻路次数;\n" + "主要方法:\n" + " .init();//初始化回调:寻路完成的回调,移动过程中的回调,到达目的地的回调\n" + " .seek();//寻路,完成后会调用在init里设置的回调函数,第一个参数是路径,第二个参数为能否到达目的地\n" + " .seekTarget();//寻路,会定时重新寻目标对象的路径\n" + " .cancelSeekTarget();//取消对目标对象的定时寻路\n" + " .startMove();//开始移动,只能通过此方法,不能直接改变canMove变量\n" + " .stopMove();//停止移动\n" , MessageType.None, true); } ECLEditorUtl.EndContents(); ECLEditorUtl.BeginContents(); { GUI.color = Color.yellow; GUILayout.Label("*鼠标悬停在字段上有解释"); GUI.color = Color.white; GUIContent uicontnt = null; ECLEditorUtl.BeginContents(); { uicontnt = new GUIContent("Obstruct Mask", "障碍物的layer"); instance.obstructMask = ECLEditorUtl.drawMaskField(uicontnt, instance.obstructMask); uicontnt = new GUIContent("Ray Distance", "每次寻路发射的射线长度用于检测障碍物"); instance.rayDistance = EditorGUILayout.FloatField(uicontnt, instance.rayDistance); uicontnt = new GUIContent("Ray Height", "每次寻路发射的射线高度用于检测障碍物"); instance.rayHeight = EditorGUILayout.FloatField(uicontnt, instance.rayHeight); uicontnt = new GUIContent("Ray Dirs", "4方向、8方向、16方向发射线寻路"); instance.rayDirs = (CLSeekerByRay.SearchDirs)EditorGUILayout.EnumPopup(uicontnt, instance.rayDirs); uicontnt = new GUIContent("Max Search Times", "最大寻路次数,防止死循环"); instance.maxSearchTimes = EditorGUILayout.IntField(uicontnt, instance.maxSearchTimes); } ECLEditorUtl.EndContents(); uicontnt = new GUIContent("Target", "目标对象"); instance.target = (Transform)EditorGUILayout.ObjectField(uicontnt, instance.target, typeof(Transform)); uicontnt = new GUIContent("Move Speed", "移动速度"); instance.speed = EditorGUILayout.FloatField(uicontnt, instance.speed); uicontnt = new GUIContent("Turning Speed", "转动速度,【注意】当为负数时表示立即转到目标方向,大于0时则会慢慢转向目标方向"); instance.turningSpeed = EditorGUILayout.FloatField(uicontnt, instance.turningSpeed); uicontnt = new GUIContent("EndReached Distance", "离目标到一定距离后结束移动"); instance.endReachedDistance = EditorGUILayout.FloatField(uicontnt, instance.endReachedDistance); uicontnt = new GUIContent("Auto Move After Seek", "当寻路完成后就移动过去"); instance.autoMoveOnFinishSeek = EditorGUILayout.Toggle(uicontnt, instance.autoMoveOnFinishSeek); uicontnt = new GUIContent("Moving By", "能哪种update移动"); instance.movingBy = (CLSeeker.MovingBy)EditorGUILayout.EnumPopup(uicontnt, instance.movingBy); uicontnt = new GUIContent("Moving Unscaled Time", "移动时忽略时间的缩放"); instance.unscaledTime = EditorGUILayout.Toggle(uicontnt, instance.unscaledTime); uicontnt = new GUIContent("is Moving", "正在移动"); EditorGUILayout.Toggle(uicontnt, instance.canMove); ECLEditorUtl.BeginContents(); { uicontnt = new GUIContent("Soften Path", "柔化路径"); instance.isSoftenPath = EditorGUILayout.Toggle(uicontnt, instance.isSoftenPath); if (instance.isSoftenPath) { uicontnt = new GUIContent("Soften Type", "柔化路径的方式,line:直接把路径分段的接点处分成两个点进行柔;sler:在路径分段的接点处加入曲面插值"); instance.softenPathType = (CLAIPathUtl.SoftenPathType)EditorGUILayout.EnumPopup(uicontnt, instance.softenPathType); if (instance.softenPathType == CLAIPathUtl.SoftenPathType.Slerp) { uicontnt = new GUIContent("Soften Slerp Factor", "曲面插值的个数,【注意】不能太大"); instance.softenFactor = EditorGUILayout.IntField(uicontnt, instance.softenFactor); } } } ECLEditorUtl.EndContents(); uicontnt = new GUIContent("Debug Show Path", "显示路径"); instance.showPath = EditorGUILayout.Toggle(uicontnt, instance.showPath); } ECLEditorUtl.EndContents(); ECLEditorUtl.BeginContents(); { if (GUILayout.Button("Search")) { instance.seek(instance.target.position); } if (GUILayout.Button("SearchTarget")) { instance.seekTarget(instance.target); } if (GUILayout.Button("Cancel SearchTarget")) { instance.cancelSeekTarget(); } if (GUILayout.Button("Begain Move")) { instance.startMove(); } if (GUILayout.Button("Stop Move")) { instance.stopMove(); } } ECLEditorUtl.EndContents(); EditorUtility.SetDirty(target); } }