62 lines
3.2 KiB
C#
62 lines
3.2 KiB
C#
using Pathfinding.Graphs.Grid.Rules;
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using UnityEditor;
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using UnityEngine;
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namespace Pathfinding {
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/// <summary>Editor for the <see cref="RuleElevationPenalty"/> rule</summary>
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[CustomGridGraphRuleEditor(typeof(RuleElevationPenalty), "Penalty from Elevation")]
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public class RuleElevationPenaltyEditor : IGridGraphRuleEditor {
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float lastChangedTime = -10000;
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public void OnInspectorGUI (GridGraph graph, GridGraphRule rule) {
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var target = rule as RuleElevationPenalty;
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if (target.curve == null || target.curve.length == 0) target.curve = AnimationCurve.Linear(0, 0, 1, 1);
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target.penaltyScale = EditorGUILayout.FloatField("Penalty Scale", target.penaltyScale);
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target.penaltyScale = Mathf.Max(target.penaltyScale, 1.0f);
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EditorGUILayout.LabelField("Elevation Range", "");
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EditorGUI.BeginChangeCheck();
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EditorGUI.indentLevel++;
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target.elevationRange.x = EditorGUILayout.FloatField("Min", target.elevationRange.x);
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target.elevationRange.y = EditorGUILayout.FloatField("Max", target.elevationRange.y);
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target.elevationRange.x = Mathf.Max(target.elevationRange.x, 0);
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target.elevationRange.y = Mathf.Max(target.elevationRange.y, target.elevationRange.x + 1.0f);
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EditorGUI.indentLevel--;
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if (EditorGUI.EndChangeCheck()) lastChangedTime = Time.realtimeSinceStartup;
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target.curve = EditorGUILayout.CurveField(target.curve, Color.red, new Rect(0, 0, 1, 1));
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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);
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}
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protected static readonly Color GizmoColorMax = new Color(222.0f/255, 113.0f/255, 33.0f/255, 0.5f);
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protected static readonly Color GizmoColorMin = new Color(33.0f/255, 104.0f/255, 222.0f/255, 0.5f);
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public void OnSceneGUI (GridGraph graph, GridGraphRule rule) {
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var target = rule as RuleElevationPenalty;
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// Draw some helpful gizmos in the scene view for a few seconds whenever the settings change
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const float FullAlphaTime = 2.0f;
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const float FadeoutTime = 0.5f;
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float alpha = Mathf.SmoothStep(1, 0, (Time.realtimeSinceStartup - lastChangedTime - FullAlphaTime)/FadeoutTime);
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if (alpha <= 0) return;
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var currentTransform = graph.transform * Matrix4x4.Scale(new Vector3(graph.width, 1, graph.depth));
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Handles.matrix = currentTransform.matrix;
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var zTest = Handles.zTest;
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Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
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Handles.color = GizmoColorMin * new Color(1.0f, 1.0f, 1.0f, alpha);
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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) });
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Handles.color = GizmoColorMax * new Color(1.0f, 1.0f, 1.0f, alpha);
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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) });
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Handles.zTest = zTest;
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Handles.matrix = Matrix4x4.identity;
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// Repaint the scene view until the alpha goes to zero
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SceneView.RepaintAll();
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}
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}
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}
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