add inspector for MovementAgent

This commit is contained in:
in0finite 2022-03-19 16:25:24 +01:00
parent 9b521a7e96
commit 07e1a7fff6
2 changed files with 71 additions and 0 deletions

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using SanAndreasUnity.Utilities;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
namespace SanAndreasUnity.Editor
{
[CustomEditor(typeof(MovementAgent))]
public class MovementAgentInspector : UnityEditor.Editor
{
static string[] s_propertyNames = new string[]
{
nameof(NavMeshAgent.hasPath),
nameof(NavMeshAgent.pathPending),
nameof(NavMeshAgent.pathStatus),
nameof(NavMeshAgent.isPathStale),
nameof(NavMeshAgent.isOnNavMesh),
nameof(NavMeshAgent.isStopped),
nameof(NavMeshAgent.remainingDistance),
nameof(NavMeshAgent.desiredVelocity),
nameof(NavMeshAgent.velocity),
};
static string[] s_propertyNamesToExcludeWhenNotOnNavMesh = new string[]
{
nameof(NavMeshAgent.isStopped),
nameof(NavMeshAgent.remainingDistance),
};
static PropertyInfo[] s_propertyInfos = s_propertyNames
.Select(n => typeof(NavMeshAgent).GetProperty(n, BindingFlags.Instance | BindingFlags.Public))
.ToArray();
static PropertyInfo[] s_propertyInfosWhenNotOnNavMesh = s_propertyNames.Except(s_propertyNamesToExcludeWhenNotOnNavMesh)
.Select(n => typeof(NavMeshAgent).GetProperty(n, BindingFlags.Instance | BindingFlags.Public))
.ToArray();
public override void OnInspectorGUI()
{
base.DrawDefaultInspector();
GUILayout.Space(10);
GUILayout.Label("Nav mesh agent info:");
GUILayout.Space(10);
var movementAgent = (MovementAgent)this.target;
if (movementAgent.NavMeshAgent != null)
{
bool isOnNavMesh = movementAgent.NavMeshAgent.isOnNavMesh;
EditorUtils.DrawPropertiesInInspector(movementAgent.NavMeshAgent, isOnNavMesh ? s_propertyInfos : s_propertyInfosWhenNotOnNavMesh, false);
EditorGUILayout.LabelField("Diff between simulation position: " + (movementAgent.NavMeshAgent.nextPosition - movementAgent.transform.position));
}
}
}
}

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