1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
|
using Pathfinding.Graphs.Grid.Rules;
using UnityEditor;
using UnityEngine;
namespace Pathfinding {
/// <summary>Editor for the <see cref="RuleElevationPenalty"/> rule</summary>
[CustomGridGraphRuleEditor(typeof(RuleElevationPenalty), "Penalty from Elevation")]
public class RuleElevationPenaltyEditor : IGridGraphRuleEditor {
float lastChangedTime = -10000;
public void OnInspectorGUI (GridGraph graph, GridGraphRule rule) {
var target = rule as RuleElevationPenalty;
if (target.curve == null || target.curve.length == 0) target.curve = AnimationCurve.Linear(0, 0, 1, 1);
target.penaltyScale = EditorGUILayout.FloatField("Penalty Scale", target.penaltyScale);
target.penaltyScale = Mathf.Max(target.penaltyScale, 1.0f);
EditorGUILayout.LabelField("Elevation Range", "");
EditorGUI.BeginChangeCheck();
EditorGUI.indentLevel++;
target.elevationRange.x = EditorGUILayout.FloatField("Min", target.elevationRange.x);
target.elevationRange.y = EditorGUILayout.FloatField("Max", target.elevationRange.y);
target.elevationRange.x = Mathf.Max(target.elevationRange.x, 0);
target.elevationRange.y = Mathf.Max(target.elevationRange.y, target.elevationRange.x + 1.0f);
EditorGUI.indentLevel--;
if (EditorGUI.EndChangeCheck()) lastChangedTime = Time.realtimeSinceStartup;
target.curve = EditorGUILayout.CurveField(target.curve, Color.red, new Rect(0, 0, 1, 1));
EditorGUILayout.HelpBox("Nodes will get a penalty between 0 and " + target.penaltyScale.ToString("0") + " depending on their elevation above the grid graph plane", MessageType.None);
}
protected static readonly Color GizmoColorMax = new Color(222.0f/255, 113.0f/255, 33.0f/255, 0.5f);
protected static readonly Color GizmoColorMin = new Color(33.0f/255, 104.0f/255, 222.0f/255, 0.5f);
public void OnSceneGUI (GridGraph graph, GridGraphRule rule) {
var target = rule as RuleElevationPenalty;
// Draw some helpful gizmos in the scene view for a few seconds whenever the settings change
const float FullAlphaTime = 2.0f;
const float FadeoutTime = 0.5f;
float alpha = Mathf.SmoothStep(1, 0, (Time.realtimeSinceStartup - lastChangedTime - FullAlphaTime)/FadeoutTime);
if (alpha <= 0) return;
var currentTransform = graph.transform * Matrix4x4.Scale(new Vector3(graph.width, 1, graph.depth));
Handles.matrix = currentTransform.matrix;
var zTest = Handles.zTest;
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
Handles.color = GizmoColorMin * new Color(1.0f, 1.0f, 1.0f, alpha);
Handles.DrawAAConvexPolygon(new Vector3[] { new Vector3(0, target.elevationRange.x, 0), new Vector3(1, target.elevationRange.x, 0), new Vector3(1, target.elevationRange.x, 1), new Vector3(0, target.elevationRange.x, 1) });
Handles.color = GizmoColorMax * new Color(1.0f, 1.0f, 1.0f, alpha);
Handles.DrawAAConvexPolygon(new Vector3[] { new Vector3(0, target.elevationRange.y, 0), new Vector3(1, target.elevationRange.y, 0), new Vector3(1, target.elevationRange.y, 1), new Vector3(0, target.elevationRange.y, 1) });
Handles.zTest = zTest;
Handles.matrix = Matrix4x4.identity;
// Repaint the scene view until the alpha goes to zero
SceneView.RepaintAll();
}
}
}
|