144 lines
5.6 KiB
C#
144 lines
5.6 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="RuleTexture"/> rule</summary>
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[CustomGridGraphRuleEditor(typeof(RuleTexture), "Texture")]
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public class RuleTextureEditor : IGridGraphRuleEditor {
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protected static readonly string[] ChannelUseNames = { "None", "Penalty", "Height", "Walkability and Penalty", "Walkability" };
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public void OnInspectorGUI (GridGraph graph, GridGraphRule rule) {
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var target = rule as RuleTexture;
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target.texture = GraphEditor.ObjectField(new GUIContent("Texture"), target.texture, typeof(Texture2D), false, true) as Texture2D;
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("Generate Reference")) {
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SaveReferenceTexture(graph);
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EditorUtility.DisplayDialog("Reference texture saved", "A texture has been saved in which every pixel corresponds to one node. The red channel represents if a node is walkable or not. The green channel represents the (normalized) Y coordinate of the nodes.", "Ok");
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}
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GUILayout.EndHorizontal();
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if (target.texture != null) {
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string path = AssetDatabase.GetAssetPath(target.texture);
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if (path != "") {
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var importer = AssetImporter.GetAtPath(path) as TextureImporter;
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if (importer != null && !importer.isReadable) {
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if (GraphEditor.FixLabel("Texture is not readable")) {
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importer.isReadable = true;
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EditorUtility.SetDirty(importer);
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AssetDatabase.ImportAsset(path);
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}
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}
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}
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}
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target.scalingMode = (RuleTexture.ScalingMode)EditorGUILayout.EnumPopup("Scaling Mode", target.scalingMode);
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if (target.scalingMode == RuleTexture.ScalingMode.FixedScale) {
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EditorGUI.indentLevel++;
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target.nodesPerPixel = EditorGUILayout.FloatField("Nodes Per Pixel", target.nodesPerPixel);
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EditorGUI.indentLevel--;
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}
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for (int i = 0; i < 4; i++) {
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char channelName = "RGBA"[i];
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target.channels[i] = (RuleTexture.ChannelUse)EditorGUILayout.Popup("" + channelName, (int)target.channels[i], ChannelUseNames);
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if (target.channels[i] != RuleTexture.ChannelUse.None) {
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EditorGUI.indentLevel++;
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if (target.channels[i] != RuleTexture.ChannelUse.Walkable) {
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target.channelScales[i] = EditorGUILayout.FloatField("Scale", target.channelScales[i]);
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}
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string help = "";
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switch (target.channels[i]) {
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case RuleTexture.ChannelUse.Penalty:
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help = "Penalty goes from 0 to " + target.channelScales[i].ToString("0") + " depending on the " + channelName + " channel value";
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break;
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case RuleTexture.ChannelUse.Position:
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help = "Nodes will have their Y coordinate set to a value between 0 and " + target.channelScales[i].ToString("0") + " depending on the "+channelName+" channel";
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if (graph.collision.heightCheck) {
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EditorGUILayout.HelpBox("Height testing is enabled but the node positions will be overwritten by the texture data. You should disable either height testing or this feature.", MessageType.Error);
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}
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break;
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case RuleTexture.ChannelUse.WalkablePenalty:
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help = "If the "+channelName+" channel is 0, the node is made unwalkable. Otherwise the penalty goes from 0 to " + target.channelScales[i].ToString("0") + " depending on the " + channelName + " channel value";
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break;
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case RuleTexture.ChannelUse.Walkable:
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help = "If the "+channelName+" channel is 0, the node is made unwalkable.";
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break;
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}
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EditorGUILayout.HelpBox(help, MessageType.None);
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if ((target.channels[i] == RuleTexture.ChannelUse.Penalty || target.channels[i] == RuleTexture.ChannelUse.WalkablePenalty) && target.channelScales[i] < 0) {
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EditorGUILayout.HelpBox("Negative penalties are not supported. You can instead raise the penalty of other nodes.", MessageType.Error);
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}
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EditorGUI.indentLevel--;
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}
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}
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}
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static void SaveReferenceTexture (GridGraph graph) {
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if (graph.nodes == null || graph.nodes.Length != graph.width * graph.depth * graph.LayerCount) {
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AstarPath.active.Scan();
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}
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if (graph.nodes.Length < graph.width * graph.depth) {
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Debug.LogError("Couldn't create reference image since nodes.Length < width*depth");
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return;
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}
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if (graph.nodes.Length == 0) {
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Debug.LogError("Couldn't create reference image since the graph is too small (0*0)");
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return;
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}
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if (graph.LayerCount > 1) {
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Debug.LogWarning("Creating reference image for a layered grid graph. Only the first layer will be included in the image.");
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}
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var tex = new Texture2D(graph.width, graph.depth);
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float maxY = float.NegativeInfinity;
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for (int i = 0; i < graph.nodes.Length; i++) {
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Vector3 p = graph.nodes[i] != null? graph.transform.InverseTransform((Vector3)graph.nodes[i].position) : Vector3.zero;
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maxY = p.y > maxY ? p.y : maxY;
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}
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var cols = new Color[graph.width*graph.depth];
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for (int z = 0; z < graph.depth; z++) {
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for (int x = 0; x < graph.width; x++) {
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GraphNode node = graph.nodes[z*graph.width+x];
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if (node != null) {
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float v = node.Walkable ? 1F : 0.0F;
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Vector3 p = graph.transform.InverseTransform((Vector3)node.position);
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float q = p.y / maxY;
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cols[z*graph.width+x] = new Color(v, q, 0);
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} else {
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cols[z*graph.width+x] = new Color(0, 0, 0);
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}
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}
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}
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tex.SetPixels(cols);
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tex.Apply();
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string path = AssetDatabase.GenerateUniqueAssetPath("Assets/gridReference.png");
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System.IO.File.WriteAllBytes(path, tex.EncodeToPNG());
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AssetDatabase.Refresh();
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Object obj = AssetDatabase.LoadAssetAtPath(path, typeof(Texture));
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EditorGUIUtility.PingObject(obj);
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}
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public void OnSceneGUI (GridGraph graph, GridGraphRule rule) { }
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}
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}
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