add
This commit is contained in:
115
Assets/CoolapeFrame/AIPath/Editor/ECLAStarPathSearchInspector.cs
Normal file
115
Assets/CoolapeFrame/AIPath/Editor/ECLAStarPathSearchInspector.cs
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@@ -0,0 +1,115 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditorInternal;
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using Coolape;
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[CanEditMultipleObjects]
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[CustomEditor(typeof(CLAStarPathSearch), true)]
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public class ECLAStarPathSearchInspector : Editor
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{
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CLAStarPathSearch instance;
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List<Vector3> path = null;
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public override void OnInspectorGUI()
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{
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instance = target as CLAStarPathSearch;
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//DrawDefaultInspector();
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ECLEditorUtl.BeginContents();
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{
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EditorGUILayout.HelpBox(
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"简单的A星寻路,目前只支持y轴朝上的情况,不支持有高度的寻路。\n" +
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"主要方法:\n" +
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" CLAStarPathSearch.current. //当前A星的实例\n" +
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" .init();//初始化网格\n" +
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" .scan();//扫描网格,就是设置哪些格子是不可通过的\n" +
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" .scanRange(center, r);//刷新坐标center,半径为r的网格的障碍状态\n" +
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" .searchPath(from, to, out vectorList);//寻路"
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, MessageType.None, true);
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}
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ECLEditorUtl.EndContents();
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ECLEditorUtl.BeginContents();
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{
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GUI.color = Color.yellow;
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GUILayout.Label("*鼠标悬停在字段上有解释");
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GUI.color = Color.white;
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GUIContent uicontnt = null;
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uicontnt = new GUIContent("Row", "行(网格的长)");
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instance.numRows = EditorGUILayout.IntField(uicontnt, instance.numRows);
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uicontnt = new GUIContent("Column", "列(网格的宽)");
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instance.numCols = EditorGUILayout.IntField(uicontnt, instance.numCols);
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uicontnt = new GUIContent("Cell Size", "网格单元的大小");
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instance.cellSize = EditorGUILayout.FloatField(uicontnt, instance.cellSize);
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uicontnt = new GUIContent("Neighbours", "一个单元格的寻路方向数量。(4方向/8方向)");
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instance.numNeighbours = (CLAStarPathSearch.NumNeighbours)(EditorGUILayout.EnumPopup(uicontnt, instance.numNeighbours));
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uicontnt = new GUIContent("Scan Type", "扫描类型.ObstructNode:扫描障碍层设置不可通行的格子;PassableNode:扫描设置可通行的节点;");
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instance.scanType = (CLAStarPathSearch.ScanType)EditorGUILayout.EnumPopup(uicontnt, instance.scanType);
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//if (instance.scanType == CLAStarPathSearch.ScanType.PassableNode)
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//{
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// GUI.enabled = false;
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//}
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uicontnt = new GUIContent("Obstruct Mask", "障碍物的layer");
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instance.obstructMask = ECLEditorUtl.drawMaskField(uicontnt, instance.obstructMask);
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GUI.enabled = true;
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if (instance.scanType == CLAStarPathSearch.ScanType.ObstructNode)
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{
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GUI.enabled = false;
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}
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uicontnt = new GUIContent("Passable Mask", "可通行节点的layer");
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instance.passableMask = ECLEditorUtl.drawMaskField(uicontnt, instance.passableMask);
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GUI.enabled = true;
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uicontnt = new GUIContent("Scan Ray Direction", "射线检测障碍的发射方向");
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instance.rayDirection = (CLAStarPathSearch.RayDirection)(EditorGUILayout.EnumPopup(uicontnt, instance.rayDirection));
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uicontnt = new GUIContent("Scan Ray Distance", "射线检测障碍的和射线长度");
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instance.rayDis4Scan = EditorGUILayout.FloatField(uicontnt, instance.rayDis4Scan);
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uicontnt = new GUIContent("Auto Scan", "自动扫描网格的障碍,其实就是在Start方法中自动调用init和Scan方法");
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instance.isAutoScan = EditorGUILayout.Toggle(uicontnt, instance.isAutoScan);
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uicontnt = new GUIContent("Need Cache Paths", "把寻路得到的数据缓存起来,可以重复使用");
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instance.needCachePaths = EditorGUILayout.Toggle(uicontnt, instance.needCachePaths);
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ECLEditorUtl.BeginContents();
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{
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uicontnt = new GUIContent("Filter Path By Ray", "通过射线检测障碍来过滤掉冗余的点,因此要注意障碍物的collider的高度及大小,以免射线检测不到");
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instance.isFilterPathByRay = EditorGUILayout.Toggle(uicontnt, instance.isFilterPathByRay);
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uicontnt = new GUIContent("Soften Path", "柔化路径");
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instance.isSoftenPath = EditorGUILayout.Toggle(uicontnt, instance.isSoftenPath);
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if (instance.isSoftenPath)
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{
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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");
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instance.softenPathType = (CLAIPathUtl.SoftenPathType)EditorGUILayout.EnumPopup(uicontnt, instance.softenPathType);
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if (instance.softenPathType == CLAIPathUtl.SoftenPathType.Slerp)
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{
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uicontnt = new GUIContent("Soften Slerp Factor", "曲面插值的个数,【注意】不能太大");
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instance.softenFactor = EditorGUILayout.IntField(uicontnt, instance.softenFactor);
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}
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}
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}
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ECLEditorUtl.EndContents();
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uicontnt = new GUIContent("Debug Show Grid", "显示网格");
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instance.showGrid = EditorGUILayout.Toggle(uicontnt, instance.showGrid);
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uicontnt = new GUIContent("Debug Show Obstruct", "显示网格障碍");
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instance.showObstruct = EditorGUILayout.Toggle(uicontnt, instance.showObstruct);
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}
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ECLEditorUtl.EndContents();
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ECLEditorUtl.BeginContents();
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{
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if (GUILayout.Button("init"))
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{
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instance.init();
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}
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if (GUILayout.Button("Scan"))
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{
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instance.scan();
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}
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}
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ECLEditorUtl.EndContents();
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EditorUtility.SetDirty(target);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2a736eb82c341417086823d31c7fafe1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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125
Assets/CoolapeFrame/AIPath/Editor/ECLSeekerByRayInspector.cs
Normal file
125
Assets/CoolapeFrame/AIPath/Editor/ECLSeekerByRayInspector.cs
Normal file
@@ -0,0 +1,125 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using Coolape;
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[CanEditMultipleObjects]
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[CustomEditor(typeof(CLSeekerByRay), true)]
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public class ECLSeekerByRayInspector : Editor
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{
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CLSeekerByRay instance;
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public override void OnInspectorGUI()
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{
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instance = target as CLSeekerByRay;
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//DrawDefaultInspector();
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ECLEditorUtl.BeginContents();
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{
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EditorGUILayout.HelpBox(
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"通过射线寻路\n" +
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"【注意注意注意】\n" +
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" 1.不需要A星;\n" +
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" 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" +
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" 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" +
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"主要方法:\n" +
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" .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" +
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" .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" +
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" .seekTarget();//寻路,会定时重新寻目标对象的路径\n" +
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" .cancelSeekTarget();//取消对目标对象的定时寻路\n" +
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" .startMove();//开始移动,只能通过此方法,不能直接改变canMove变量\n" +
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" .stopMove();//停止移动\n"
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, MessageType.None, true);
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}
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ECLEditorUtl.EndContents();
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ECLEditorUtl.BeginContents();
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{
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GUI.color = Color.yellow;
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GUILayout.Label("*鼠标悬停在字段上有解释");
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GUI.color = Color.white;
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GUIContent uicontnt = null;
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ECLEditorUtl.BeginContents();
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{
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uicontnt = new GUIContent("Obstruct Mask", "障碍物的layer");
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instance.obstructMask = ECLEditorUtl.drawMaskField(uicontnt, instance.obstructMask);
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uicontnt = new GUIContent("Ray Distance", "每次寻路发射的射线长度用于检测障碍物");
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instance.rayDistance = EditorGUILayout.FloatField(uicontnt, instance.rayDistance);
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uicontnt = new GUIContent("Ray Height", "每次寻路发射的射线高度用于检测障碍物");
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instance.rayHeight = EditorGUILayout.FloatField(uicontnt, instance.rayHeight);
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uicontnt = new GUIContent("Ray Dirs", "4方向、8方向、16方向发射线寻路");
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instance.rayDirs = (CLSeekerByRay.SearchDirs)EditorGUILayout.EnumPopup(uicontnt, instance.rayDirs);
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uicontnt = new GUIContent("Max Search Times", "最大寻路次数,防止死循环");
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instance.maxSearchTimes = EditorGUILayout.IntField(uicontnt, instance.maxSearchTimes);
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}
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ECLEditorUtl.EndContents();
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uicontnt = new GUIContent("Target", "目标对象");
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instance.target = (Transform)EditorGUILayout.ObjectField(uicontnt, instance.target, typeof(Transform));
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uicontnt = new GUIContent("Move Speed", "移动速度");
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instance.speed = EditorGUILayout.FloatField(uicontnt, instance.speed);
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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");
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instance.turningSpeed = EditorGUILayout.FloatField(uicontnt, instance.turningSpeed);
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uicontnt = new GUIContent("EndReached Distance", "离目标到一定距离后结束移动");
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instance.endReachedDistance = EditorGUILayout.FloatField(uicontnt, instance.endReachedDistance);
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uicontnt = new GUIContent("Auto Move After Seek", "当寻路完成后就移动过去");
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instance.autoMoveOnFinishSeek = EditorGUILayout.Toggle(uicontnt, instance.autoMoveOnFinishSeek);
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uicontnt = new GUIContent("Moving By", "能哪种update移动");
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instance.movingBy = (CLSeeker.MovingBy)EditorGUILayout.EnumPopup(uicontnt, instance.movingBy);
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uicontnt = new GUIContent("Moving Unscaled Time", "移动时忽略时间的缩放");
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instance.unscaledTime = EditorGUILayout.Toggle(uicontnt, instance.unscaledTime);
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uicontnt = new GUIContent("is Moving", "正在移动");
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EditorGUILayout.Toggle(uicontnt, instance.canMove);
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ECLEditorUtl.BeginContents();
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{
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uicontnt = new GUIContent("Soften Path", "柔化路径");
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instance.isSoftenPath = EditorGUILayout.Toggle(uicontnt, instance.isSoftenPath);
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if (instance.isSoftenPath)
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{
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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");
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instance.softenPathType = (CLAIPathUtl.SoftenPathType)EditorGUILayout.EnumPopup(uicontnt, instance.softenPathType);
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if (instance.softenPathType == CLAIPathUtl.SoftenPathType.Slerp)
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{
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uicontnt = new GUIContent("Soften Slerp Factor", "曲面插值的个数,【注意】不能太大");
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instance.softenFactor = EditorGUILayout.IntField(uicontnt, instance.softenFactor);
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||||
}
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}
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}
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ECLEditorUtl.EndContents();
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uicontnt = new GUIContent("Debug Show Path", "显示路径");
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instance.showPath = EditorGUILayout.Toggle(uicontnt, instance.showPath);
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}
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ECLEditorUtl.EndContents();
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ECLEditorUtl.BeginContents();
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||||
{
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if (GUILayout.Button("Search"))
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{
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instance.seek(instance.target.position);
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}
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if (GUILayout.Button("SearchTarget"))
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{
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instance.seekTarget(instance.target);
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}
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if (GUILayout.Button("Cancel SearchTarget"))
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{
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instance.cancelSeekTarget();
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}
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||||
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if (GUILayout.Button("Begain Move"))
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{
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instance.startMove();
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||||
}
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||||
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if (GUILayout.Button("Stop Move"))
|
||||
{
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instance.stopMove();
|
||||
}
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||||
}
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||||
ECLEditorUtl.EndContents();
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EditorUtility.SetDirty(target);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
||||
guid: d9ee6527b0b6545e09610f05e334a380
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
90
Assets/CoolapeFrame/AIPath/Editor/ECLSeekerInspector.cs
Normal file
90
Assets/CoolapeFrame/AIPath/Editor/ECLSeekerInspector.cs
Normal file
@@ -0,0 +1,90 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
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||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using Coolape;
|
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|
||||
[CanEditMultipleObjects]
|
||||
[CustomEditor(typeof(CLSeeker), true)]
|
||||
public class ECLSeekerInspector : Editor
|
||||
{
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CLSeeker instance;
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||||
public override void OnInspectorGUI()
|
||||
{
|
||||
instance = target as CLSeeker;
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//DrawDefaultInspector();
|
||||
ECLEditorUtl.BeginContents();
|
||||
{
|
||||
EditorGUILayout.HelpBox(
|
||||
"配合A星使用的seeker。\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;
|
||||
uicontnt = new GUIContent("AStar Instance", "A星寻路实例,如果不设值,在运行时自动使用CLAStarPathSearch.current");
|
||||
instance.mAStarPathSearch = (CLAStarPathSearch)EditorGUILayout.ObjectField(uicontnt, instance.mAStarPathSearch, typeof(CLAStarPathSearch));
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
11
Assets/CoolapeFrame/AIPath/Editor/ECLSeekerInspector.cs.meta
Normal file
11
Assets/CoolapeFrame/AIPath/Editor/ECLSeekerInspector.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 25b1b246b918247d5afd6d0d87705132
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user