mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-29 23:40:23 +00:00
233 lines
7.4 KiB
C#
233 lines
7.4 KiB
C#
using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.AI;
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using SanAndreasUnity.Behaviours.World;
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using System.Collections;
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using SanAndreasUnity.Utilities;
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using UnityEditor.SceneManagement;
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using SanAndreasUnity.Behaviours;
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namespace SanAndreasUnity.Editor
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{
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public class NavMeshGenerator
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{
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private NavMeshBuildSettings m_navMeshBuildSettings;
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private NavMeshData m_navMeshData;
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public NavMeshData NavMeshData => m_navMeshData;
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private NavMeshDataInstance m_navMeshDataInstance = new NavMeshDataInstance();
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private static CoroutineInfo s_coroutine;
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private bool m_isSilentMode = false;
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public bool IsRunning => CoroutineManager.IsRunning(s_coroutine);
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public bool FinishedSuccessfully { get; private set; } = false;
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public NavMeshGenerator(NavMeshData navMeshData)
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{
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m_navMeshData = navMeshData;
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}
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void Cleanup()
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{
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EditorUtility.ClearProgressBar();
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CancelBuild();
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}
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public void ClearCurrentNavMesh()
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{
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if (m_navMeshData != null)
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{
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NavMeshBuilder.Cancel(m_navMeshData);
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NavMesh.RemoveNavMeshData(m_navMeshDataInstance);
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m_navMeshDataInstance = new NavMeshDataInstance();
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if (!AssetDatabase.Contains(m_navMeshData))
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F.DestroyEvenInEditMode(m_navMeshData);
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m_navMeshData = null;
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}
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}
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public void RemoveAllNavMeshes()
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{
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UnityEditor.AI.NavMeshBuilder.ClearAllNavMeshes();
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NavMesh.RemoveAllNavMeshData();
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}
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public void CancelBuild()
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{
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UnityEditor.AI.NavMeshBuilder.Cancel();
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if (m_navMeshData != null)
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NavMeshBuilder.Cancel(m_navMeshData);
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}
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public void SaveNavMesh()
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{
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if (null == m_navMeshData)
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return;
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EditorUtility.ClearProgressBar();
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// CreateAsset() probably requires the file to be in project
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string saveFilePath = EditorUtility.SaveFilePanelInProject("Save nav mesh", "NavMesh.asset", "asset", "");
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if (!string.IsNullOrWhiteSpace(saveFilePath))
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{
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this.SaveNavMesh(saveFilePath);
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}
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}
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public void SaveNavMesh(string saveFilePath)
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{
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if (null == m_navMeshData)
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return;
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EditorUtility.DisplayProgressBar("", "Saving nav mesh...", 1f);
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try
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{
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if (AssetDatabase.Contains(m_navMeshData))
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{
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NavMesh.RemoveAllNavMeshData();
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UnityEditor.AI.NavMeshBuilder.ClearAllNavMeshes();
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m_navMeshDataInstance = new NavMeshDataInstance();
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m_navMeshData = Object.Instantiate(m_navMeshData);
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m_navMeshDataInstance = NavMesh.AddNavMeshData(m_navMeshData);
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}
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AssetDatabase.CreateAsset(m_navMeshData, saveFilePath);
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}
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finally
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{
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EditorUtility.ClearProgressBar();
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}
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}
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public void Generate(NavMeshBuildSettings navMeshBuildSettings, bool isSilentMode)
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{
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if (this.IsRunning)
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return;
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Cleanup();
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this.FinishedSuccessfully = false;
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m_navMeshBuildSettings = navMeshBuildSettings;
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m_isSilentMode = isSilentMode;
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s_coroutine = CoroutineManager.Start(this.DoGenerate(), this.Cleanup, ex => this.Cleanup());
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}
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IEnumerator DoGenerate()
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{
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yield return null;
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if (UnityEditor.AI.NavMeshBuilder.isRunning)
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{
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DisplayMessage("Navmesh build is already running");
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yield break;
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}
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var cell = Cell.Instance;
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if (null == cell)
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{
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DisplayMessage($"{nameof(Cell)} script not found in scene. Make sure you loaded the correct scene.");
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yield break;
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}
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NavMeshBuildSettings navMeshBuildSettings = m_navMeshBuildSettings;
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EditorUtility.DisplayProgressBar("Generating nav mesh", "Collecting objects...", 0f);
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var navMeshBuildSources = new List<NavMeshBuildSource>(1024 * 20);
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int numObjects = 0;
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foreach (MapObject mapObject in cell.gameObject.GetFirstLevelChildrenSingleComponent<MapObject>())
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{
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if (!mapObject.gameObject.activeInHierarchy)
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continue;
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numObjects++;
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mapObject.AddNavMeshBuildSources(navMeshBuildSources);
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}
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if (cell.Water != null && cell.Water.gameObject.activeInHierarchy)
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{
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navMeshBuildSources.AddRange(cell.GetWaterNavMeshBuildSources());
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numObjects++;
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}
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EditorUtility.ClearProgressBar();
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if (!AskDialog(true, $"Found total of {numObjects} objects with {navMeshBuildSources.Count} sources. Proceed ?", "Ok", "Cancel"))
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yield break;
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if (m_navMeshData == null)
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{
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m_navMeshData = NavMeshBuilder.BuildNavMeshData(
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navMeshBuildSettings,
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new List<NavMeshBuildSource>(),
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new Bounds(),
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cell.transform.position,
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cell.transform.rotation);
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}
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m_navMeshDataInstance = NavMesh.AddNavMeshData(m_navMeshData);
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if (!Application.isPlaying)
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EditorSceneManager.MarkSceneDirty(cell.gameObject.scene);
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var asyncOperation = NavMeshBuilder.UpdateNavMeshDataAsync(
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m_navMeshData,
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navMeshBuildSettings,
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navMeshBuildSources,
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new Bounds(cell.transform.position, new Vector3(cell.WorldSize, (cell.interiorHeightOffset + 1000f + 300f) * 2f, cell.WorldSize)));
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var etaMeasurer = new ETAMeasurer(2f);
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while (!asyncOperation.isDone)
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{
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yield return null;
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etaMeasurer.UpdateETA(asyncOperation.progress);
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if (EditorUtils.DisplayPausableProgressBar("", $"Updating nav mesh... ETA: {etaMeasurer.ETA}", asyncOperation.progress))
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yield break;
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}
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EditorUtility.ClearProgressBar();
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if (asyncOperation.progress != 1f)
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{
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DisplayMessage($"Updating nav mesh did not finish completely, progress is {asyncOperation.progress}");
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yield break;
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}
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EditorUtility.ClearProgressBar();
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DisplayMessage("Nav mesh generation complete !");
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this.FinishedSuccessfully = true;
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}
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private void DisplayMessage(string message)
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{
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if (m_isSilentMode)
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UnityEngine.Debug.Log(message);
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else
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EditorUtility.DisplayDialog("", message, "Ok");
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}
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private bool AskDialog(bool defaultValue, string message, string ok, string cancel)
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{
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if (m_isSilentMode)
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return defaultValue;
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return EditorUtility.DisplayDialog("", message, ok, cancel);
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}
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}
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}
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