SanAndreasUnity/Assets/Scripts/Editor/NavMeshGenerator.cs

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5.4 KiB
C#
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using SanAndreasUnity.Behaviours.World;
using System.Collections;
namespace SanAndreasUnity.Editor
{
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public class NavMeshGenerator : EditorWindowBase
{
private static int s_selectedAgentId = 0;
private static NavMeshData s_navMeshData;
private static IEnumerator s_coroutine;
public NavMeshGenerator()
{
this.titleContent = new GUIContent("Nav mesh generator");
}
void Cleanup()
{
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s_coroutine = null;
EditorUtility.ClearProgressBar();
if (s_navMeshData != null)
{
NavMeshBuilder.Cancel(s_navMeshData);
Destroy(s_navMeshData);
s_navMeshData = null;
}
}
[MenuItem(EditorCore.MenuName + "/" + "Generate nav mesh")]
static void Init()
{
var window = GetWindow<NavMeshGenerator>();
window.Show();
}
void OnGUI()
{
EditorGUILayout.HelpBox(
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"Generate nav mesh from loaded world.\n" +
"Only high LOD world objects and water are included.\n" +
"At the end, you will choose where to save the generated nav mesh.",
MessageType.Info,
true);
GUILayout.Space(20);
EditorGUILayout.PrefixLabel("Agent ID:");
s_selectedAgentId = EditorGUILayout.IntField(s_selectedAgentId);
GUILayout.Space(10);
if (!string.IsNullOrEmpty(NavMesh.GetSettingsNameFromID(s_selectedAgentId)))
{
var navMeshBuildSettings = NavMesh.GetSettingsByID(s_selectedAgentId);
EditorUtils.DrawFieldsAndPropertiesInInspector(navMeshBuildSettings, 0);
}
GUILayout.Space(20);
if (GUILayout.Button("Generate"))
Generate();
}
void Generate()
{
if (s_coroutine != null)
return;
Cleanup();
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s_coroutine = this.DoGenerate();
this.StartCoroutine(s_coroutine, this.Cleanup, ex => this.Cleanup());
}
IEnumerator DoGenerate()
{
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yield return null;
if (string.IsNullOrEmpty(NavMesh.GetSettingsNameFromID(s_selectedAgentId)))
{
EditorUtility.DisplayDialog("", "Invalid agent id", "Ok");
yield break;
}
var cell = Cell.Instance;
if (null == cell)
{
EditorUtility.DisplayDialog("", $"{nameof(Cell)} script not found in scene. Make sure you loaded the correct scene.", "Ok");
yield break;
}
NavMeshBuildSettings navMeshBuildSettings = NavMesh.GetSettingsByID(s_selectedAgentId);
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NavMesh.RemoveAllNavMeshData();
var navMeshData = s_navMeshData = new NavMeshData(s_selectedAgentId);
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NavMesh.AddNavMeshData(s_navMeshData);
EditorUtility.DisplayProgressBar("Generating nav mesh", "Collecting objects...", 0f);
var navMeshBuildSources = new List<NavMeshBuildSource>(1024 * 20);
int numObjects = 0;
foreach (StaticGeometry staticGeometry in cell.StaticGeometries.Values)
{
if (null != staticGeometry.LodParent)
continue;
numObjects++;
navMeshBuildSources.AddRange(Cell.GetNavMeshBuildSources(staticGeometry.transform));
}
navMeshBuildSources.AddRange(cell.GetWaterNavMeshBuildSources());
EditorUtility.ClearProgressBar();
if (!EditorUtility.DisplayDialog("", $"Found total of {numObjects} objects with {navMeshBuildSources.Count} sources. Proceed ?", "Ok", "Cancel"))
yield break;
var asyncOperation = NavMeshBuilder.UpdateNavMeshDataAsync(
navMeshData,
navMeshBuildSettings,
navMeshBuildSources,
new Bounds(cell.transform.position, Vector3.one * cell.WorldSize));
while (!(asyncOperation.isDone || asyncOperation.progress == 1f))
{
yield return null;
if (EditorUtility.DisplayCancelableProgressBar("", "Updating nav mesh...", asyncOperation.progress))
yield break;
}
EditorUtility.ClearProgressBar();
if (asyncOperation.progress != 1f)
{
EditorUtility.DisplayDialog("", $"Updating nav mesh did not finish completely, progress is {asyncOperation.progress}", "Ok");
yield break;
}
// save nav mesh
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// CreateAsset() probably requires the file to be in project
string saveFilePath = EditorUtility.SaveFilePanelInProject("Save nav mesh", "NavMesh.asset", "asset", "");
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if (!string.IsNullOrWhiteSpace(saveFilePath))
{
EditorUtility.DisplayProgressBar("", "Saving nav mesh...", 1f);
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AssetDatabase.CreateAsset(s_navMeshData, saveFilePath);
s_navMeshData = null; // this is now an asset, we don't want it to be destroyed
}
EditorUtility.ClearProgressBar();
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EditorUtility.DisplayDialog("", "Nav mesh generation complete !", "Ok");
}
}
}