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384 lines
13 KiB
384 lines
13 KiB
using System; |
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using System.Collections; |
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using UnityEngine; |
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#if UNITY_EDITOR |
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using UnityEditor; |
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#endif |
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namespace UnityStandardAssets.Utility |
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{ |
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public class WaypointCircuit : MonoBehaviour |
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{ |
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public WaypointList waypointList = new WaypointList(); |
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[SerializeField] private bool smoothRoute = true; |
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private int numPoints; |
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private Vector3[] points; |
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private float[] distances; |
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public float editorVisualisationSubsteps = 100; |
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public float Length { get; private set; } |
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public Transform[] Waypoints |
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{ |
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get { return waypointList.items; } |
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} |
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//this being here will save GC allocs |
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private int p0n; |
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private int p1n; |
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private int p2n; |
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private int p3n; |
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private float i; |
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private Vector3 P0; |
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private Vector3 P1; |
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private Vector3 P2; |
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private Vector3 P3; |
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// Use this for initialization |
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private void Awake() |
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{ |
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if (Waypoints.Length > 1) |
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{ |
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CachePositionsAndDistances(); |
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} |
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numPoints = Waypoints.Length; |
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} |
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public RoutePoint GetRoutePoint(float dist) |
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{ |
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// position and direction |
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Vector3 p1 = GetRoutePosition(dist); |
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Vector3 p2 = GetRoutePosition(dist + 0.1f); |
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Vector3 delta = p2 - p1; |
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return new RoutePoint(p1, delta.normalized); |
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} |
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public Vector3 GetRoutePosition(float dist) |
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{ |
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int point = 0; |
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if (Length == 0) |
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{ |
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Length = distances[distances.Length - 1]; |
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} |
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dist = Mathf.Repeat(dist, Length); |
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while (distances[point] < dist) |
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{ |
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++point; |
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} |
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// get nearest two points, ensuring points wrap-around start & end of circuit |
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p1n = ((point - 1) + numPoints)%numPoints; |
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p2n = point; |
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// found point numbers, now find interpolation value between the two middle points |
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i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); |
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if (smoothRoute) |
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{ |
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// smooth catmull-rom calculation between the two relevant points |
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// get indices for the surrounding 2 points, because |
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// four points are required by the catmull-rom function |
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p0n = ((point - 2) + numPoints)%numPoints; |
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p3n = (point + 1)%numPoints; |
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// 2nd point may have been the 'last' point - a dupe of the first, |
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// (to give a value of max track distance instead of zero) |
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// but now it must be wrapped back to zero if that was the case. |
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p2n = p2n%numPoints; |
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P0 = points[p0n]; |
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P1 = points[p1n]; |
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P2 = points[p2n]; |
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P3 = points[p3n]; |
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return CatmullRom(P0, P1, P2, P3, i); |
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} |
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else |
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{ |
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// simple linear lerp between the two points: |
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p1n = ((point - 1) + numPoints)%numPoints; |
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p2n = point; |
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return Vector3.Lerp(points[p1n], points[p2n], i); |
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} |
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} |
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private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) |
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{ |
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// comments are no use here... it's the catmull-rom equation. |
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// Un-magic this, lord vector! |
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return 0.5f* |
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((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + |
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(-p0 + 3*p1 - 3*p2 + p3)*i*i*i); |
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} |
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private void CachePositionsAndDistances() |
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{ |
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// transfer the position of each point and distances between points to arrays for |
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// speed of lookup at runtime |
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points = new Vector3[Waypoints.Length + 1]; |
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distances = new float[Waypoints.Length + 1]; |
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float accumulateDistance = 0; |
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for (int i = 0; i < points.Length; ++i) |
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{ |
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var t1 = Waypoints[(i)%Waypoints.Length]; |
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var t2 = Waypoints[(i + 1)%Waypoints.Length]; |
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if (t1 != null && t2 != null) |
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{ |
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Vector3 p1 = t1.position; |
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Vector3 p2 = t2.position; |
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points[i] = Waypoints[i%Waypoints.Length].position; |
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distances[i] = accumulateDistance; |
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accumulateDistance += (p1 - p2).magnitude; |
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} |
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} |
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} |
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private void OnDrawGizmos() |
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{ |
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DrawGizmos(false); |
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} |
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private void OnDrawGizmosSelected() |
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{ |
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DrawGizmos(true); |
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} |
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private void DrawGizmos(bool selected) |
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{ |
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waypointList.circuit = this; |
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if (Waypoints.Length > 1) |
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{ |
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numPoints = Waypoints.Length; |
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CachePositionsAndDistances(); |
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Length = distances[distances.Length - 1]; |
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Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); |
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Vector3 prev = Waypoints[0].position; |
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if (smoothRoute) |
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{ |
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for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) |
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{ |
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Vector3 next = GetRoutePosition(dist + 1); |
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Gizmos.DrawLine(prev, next); |
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prev = next; |
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} |
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Gizmos.DrawLine(prev, Waypoints[0].position); |
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} |
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else |
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{ |
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for (int n = 0; n < Waypoints.Length; ++n) |
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{ |
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Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; |
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Gizmos.DrawLine(prev, next); |
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prev = next; |
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} |
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} |
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} |
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} |
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[Serializable] |
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public class WaypointList |
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{ |
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public WaypointCircuit circuit; |
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public Transform[] items = new Transform[0]; |
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} |
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public struct RoutePoint |
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{ |
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public Vector3 position; |
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public Vector3 direction; |
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public RoutePoint(Vector3 position, Vector3 direction) |
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{ |
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this.position = position; |
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this.direction = direction; |
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} |
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} |
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} |
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} |
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namespace UnityStandardAssets.Utility.Inspector |
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{ |
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#if UNITY_EDITOR |
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[CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] |
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public class WaypointListDrawer : PropertyDrawer |
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{ |
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private float lineHeight = 18; |
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private float spacing = 4; |
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) |
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{ |
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EditorGUI.BeginProperty(position, label, property); |
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float x = position.x; |
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float y = position.y; |
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float inspectorWidth = position.width; |
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// Draw label |
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// Don't make child fields be indented |
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var indent = EditorGUI.indentLevel; |
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EditorGUI.indentLevel = 0; |
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var items = property.FindPropertyRelative("items"); |
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var titles = new string[] {"Transform", "", "", ""}; |
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var props = new string[] {"transform", "^", "v", "-"}; |
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var widths = new float[] {.7f, .1f, .1f, .1f}; |
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float lineHeight = 18; |
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bool changedLength = false; |
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if (items.arraySize > 0) |
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{ |
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for (int i = -1; i < items.arraySize; ++i) |
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{ |
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var item = items.GetArrayElementAtIndex(i); |
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float rowX = x; |
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for (int n = 0; n < props.Length; ++n) |
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{ |
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float w = widths[n]*inspectorWidth; |
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// Calculate rects |
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Rect rect = new Rect(rowX, y, w, lineHeight); |
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rowX += w; |
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if (i == -1) |
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{ |
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EditorGUI.LabelField(rect, titles[n]); |
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} |
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else |
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{ |
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if (n == 0) |
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{ |
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EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); |
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} |
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else |
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{ |
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if (GUI.Button(rect, props[n])) |
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{ |
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switch (props[n]) |
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{ |
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case "-": |
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items.DeleteArrayElementAtIndex(i); |
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items.DeleteArrayElementAtIndex(i); |
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changedLength = true; |
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break; |
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case "v": |
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if (i > 0) |
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{ |
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items.MoveArrayElement(i, i + 1); |
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} |
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break; |
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case "^": |
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if (i < items.arraySize - 1) |
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{ |
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items.MoveArrayElement(i, i - 1); |
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} |
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break; |
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} |
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} |
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} |
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} |
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} |
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y += lineHeight + spacing; |
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if (changedLength) |
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{ |
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break; |
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} |
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} |
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} |
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else |
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{ |
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// add button |
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var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, |
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widths[widths.Length - 1]*inspectorWidth, lineHeight); |
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if (GUI.Button(addButtonRect, "+")) |
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{ |
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items.InsertArrayElementAtIndex(items.arraySize); |
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} |
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y += lineHeight + spacing; |
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} |
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// add all button |
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var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); |
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if (GUI.Button(addAllButtonRect, "Assign using all child objects")) |
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{ |
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var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; |
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var children = new Transform[circuit.transform.childCount]; |
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int n = 0; |
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foreach (Transform child in circuit.transform) |
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{ |
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children[n++] = child; |
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} |
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Array.Sort(children, new TransformNameComparer()); |
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circuit.waypointList.items = new Transform[children.Length]; |
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for (n = 0; n < children.Length; ++n) |
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{ |
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circuit.waypointList.items[n] = children[n]; |
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} |
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} |
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y += lineHeight + spacing; |
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// rename all button |
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var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); |
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if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) |
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{ |
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var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; |
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int n = 0; |
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foreach (Transform child in circuit.waypointList.items) |
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{ |
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child.name = "Waypoint " + (n++).ToString("000"); |
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} |
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} |
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y += lineHeight + spacing; |
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// Set indent back to what it was |
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EditorGUI.indentLevel = indent; |
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EditorGUI.EndProperty(); |
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} |
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label) |
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{ |
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SerializedProperty items = property.FindPropertyRelative("items"); |
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float lineAndSpace = lineHeight + spacing; |
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return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; |
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} |
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// comparer for check distances in ray cast hits |
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public class TransformNameComparer : IComparer |
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{ |
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public int Compare(object x, object y) |
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{ |
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return ((Transform) x).name.CompareTo(((Transform) y).name); |
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} |
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} |
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} |
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#endif |
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}
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