mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 12:33:02 +00:00
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
using System.Linq;
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using SanAndreasUnity.Behaviours.Peds.AI;
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using SanAndreasUnity.Importing.Paths;
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using SanAndreasUnity.Utilities;
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using UnityEditor;
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using UnityEngine;
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namespace SanAndreasUnity.Editor
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{
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[CustomEditor(typeof(PedAI))]
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public class PedAIInspector : UnityEditor.Editor
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{
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private static bool _foldoutCurrent = true;
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private static bool _foldoutDestination = true;
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private static bool _foldoutLinkedCurrent = true;
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private static bool _foldoutLinkedDestination = true;
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public override void OnInspectorGUI()
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{
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base.DrawDefaultInspector ();
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var pedAI = (PedAI) this.target;
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GUILayout.Space (10);
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if (pedAI.CurrentState is IPathMovementState pathMovementState)
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{
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if (pathMovementState.PathMovementData.currentNode.HasValue)
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DrawForNode(pathMovementState.PathMovementData.currentNode.Value, "Current node", ref _foldoutCurrent, true, ref _foldoutLinkedCurrent);
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if (pathMovementState.PathMovementData.destinationNode.HasValue)
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DrawForNode(pathMovementState.PathMovementData.destinationNode.Value, "Destination node", ref _foldoutDestination, true, ref _foldoutLinkedDestination);
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}
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}
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void DrawForNode(PathNode node, string labelText, ref bool foldout, bool showLinkedNodes, ref bool foldoutLinked)
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{
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if (!string.IsNullOrWhiteSpace(labelText))
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foldout = EditorGUILayout.Foldout(foldout, labelText, true);
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if (!foldout)
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return;
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if (GUILayout.Button("Goto"))
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GoTo(node);
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EditorUtils.DrawFieldsAndPropertiesInInspector(node, 0);
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if (showLinkedNodes)
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{
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foldoutLinked = EditorGUILayout.Foldout(foldoutLinked, "Linked nodes", true);
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if (foldoutLinked)
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{
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foreach (var linkedNode in NodeReader.GetAllLinkedNodes(node))
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{
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bool f = true;
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bool fLinked = false;
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DrawForNode(linkedNode, "", ref f, false, ref fLinked);
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}
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}
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}
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GUILayout.Space(5);
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}
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void GoTo(PathNode node)
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{
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SceneView.sceneViews.Cast<SceneView>().ForEach(s => s.LookAt(node.Position));
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}
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}
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}
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