using UnityEngine; using UnityEditor; namespace Pathfinding { [CustomGraphEditor(typeof(PointGraph), "Point Graph")] public class PointGraphEditor : GraphEditor { static readonly GUIContent[] nearestNodeDistanceModeLabels = { new GUIContent("Node"), new GUIContent("Connection (pro version only)"), }; public override void OnInspectorGUI (NavGraph target) { var graph = target as PointGraph; graph.root = ObjectField(new GUIContent("Root", "All childs of this object will be used as nodes, if it is not set, a tag search will be used instead (see below)"), graph.root, typeof(Transform), true) as Transform; graph.recursive = EditorGUILayout.Toggle(new GUIContent("Recursive", "Should childs of the childs in the root GameObject be searched"), graph.recursive); graph.searchTag = EditorGUILayout.TagField(new GUIContent("Tag", "If root is not set, all objects with this tag will be used as nodes"), graph.searchTag); if (graph.root != null) { EditorGUILayout.HelpBox("All childs "+(graph.recursive ? "and sub-childs " : "") +"of 'root' will be used as nodes\nSet root to null to use a tag search instead", MessageType.None); } else { EditorGUILayout.HelpBox("All object with the tag '"+graph.searchTag+"' will be used as nodes"+(graph.searchTag == "Untagged" ? "\nNote: the tag 'Untagged' cannot be used" : ""), MessageType.None); } graph.maxDistance = EditorGUILayout.FloatField(new GUIContent("Max Distance", "The max distance in world space for a connection to be valid. A zero counts as infinity"), graph.maxDistance); graph.limits = EditorGUILayout.Vector3Field("Max Distance (axis aligned)", graph.limits); graph.raycast = EditorGUILayout.Toggle(new GUIContent("Raycast", "Use raycasting to check if connections are valid between each pair of nodes"), graph.raycast); if (graph.raycast) { EditorGUI.indentLevel++; graph.use2DPhysics = EditorGUILayout.Toggle(new GUIContent("Use 2D Physics", "If enabled, all raycasts will use the Unity 2D Physics API instead of the 3D one."), graph.use2DPhysics); graph.thickRaycast = EditorGUILayout.Toggle(new GUIContent("Thick Raycast", "A thick raycast checks along a thick line with radius instead of just along a line"), graph.thickRaycast); if (graph.thickRaycast) { EditorGUI.indentLevel++; graph.thickRaycastRadius = EditorGUILayout.FloatField(new GUIContent("Raycast Radius", "The radius in world units for the thick raycast"), graph.thickRaycastRadius); EditorGUI.indentLevel--; } graph.mask = EditorGUILayoutx.LayerMaskField("Mask", graph.mask); EditorGUI.indentLevel--; } EditorGUILayout.Popup(new GUIContent("Nearest node queries find closest"), 0, nearestNodeDistanceModeLabels); } } }