146 lines
4.4 KiB
C#
146 lines
4.4 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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[CanEditMultipleObjects]
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[CustomEditor(typeof(NavMeshPrefabInstance))]
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class NavMeshPrefabInstanceEditor : Editor
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{
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SerializedProperty m_FollowTransformProp;
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SerializedProperty m_NavMeshDataProp;
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public void OnEnable()
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{
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m_FollowTransformProp = serializedObject.FindProperty("m_FollowTransform");
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m_NavMeshDataProp = serializedObject.FindProperty("m_NavMesh");
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}
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public override void OnInspectorGUI()
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{
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var instance = (NavMeshPrefabInstance)target;
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var go = instance.gameObject;
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serializedObject.Update();
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GUI.enabled = false;
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EditorGUILayout.PropertyField(m_NavMeshDataProp);
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GUI.enabled = true;
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EditorGUILayout.PropertyField(m_FollowTransformProp);
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EditorGUILayout.Space();
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OnInspectorGUIPrefab(go);
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serializedObject.ApplyModifiedProperties();
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}
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void OnInspectorGUIPrefab(GameObject go)
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{
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var prefab = PrefabUtility.GetPrefabInstanceHandle(go);
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var path = AssetDatabase.GetAssetPath(prefab);
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if (prefab && string.IsNullOrEmpty(path))
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{
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if (GUILayout.Button("Select the Prefab asset to bake or clear the navmesh", EditorStyles.helpBox))
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{
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Selection.activeObject = PrefabUtility.GetCorrespondingObjectFromSource(go);
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EditorGUIUtility.PingObject(Selection.activeObject);
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}
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}
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if (string.IsNullOrEmpty(path))
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return;
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GUILayout.BeginHorizontal();
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GUILayout.Space(EditorGUIUtility.labelWidth);
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if (GUILayout.Button("Clear"))
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OnClear();
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if (GUILayout.Button("Bake"))
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OnBake();
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GUILayout.EndHorizontal();
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}
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NavMeshData Build(NavMeshPrefabInstance instance)
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{
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var root = instance.transform;
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var sources = new List<NavMeshBuildSource>();
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var markups = new List<NavMeshBuildMarkup>();
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UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage(
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root, ~0, NavMeshCollectGeometry.RenderMeshes, 0, markups, instance.gameObject.scene, sources);
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var settings = NavMesh.GetSettingsByID(0);
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var bounds = new Bounds(Vector3.zero, 1000.0f * Vector3.one);
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var navmesh = NavMeshBuilder.BuildNavMeshData(settings, sources, bounds, root.position, root.rotation);
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navmesh.name = "Navmesh";
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return navmesh;
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}
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void OnClear()
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{
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foreach (var tgt in targets)
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{
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var instance = (NavMeshPrefabInstance)tgt;
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var go = instance.gameObject;
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var prefab = PrefabUtility.GetPrefabInstanceHandle(go);
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var path = AssetDatabase.GetAssetPath(prefab);
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if (string.IsNullOrEmpty(path))
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{
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Debug.LogError("GameObject: " + go + " has no valid prefab path");
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continue;
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}
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DestroyNavMeshData(path);
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AssetDatabase.SaveAssets();
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}
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}
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void OnBake()
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{
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foreach (var tgt in targets)
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{
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var instance = (NavMeshPrefabInstance)tgt;
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var go = instance.gameObject;
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var prefab = PrefabUtility.GetPrefabInstanceHandle(go);
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var path = AssetDatabase.GetAssetPath(prefab);
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if (string.IsNullOrEmpty(path))
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{
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Debug.LogError("GameObject: " + go + " has no valid prefab path");
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continue;
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}
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DestroyNavMeshData(path);
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// Store navmesh as a sub-asset of the prefab
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var navmesh = Build(instance);
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AssetDatabase.AddObjectToAsset(navmesh, prefab);
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instance.navMeshData = navmesh;
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AssetDatabase.SaveAssets();
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}
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}
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void DestroyNavMeshData(string path)
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{
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// Destroy and remove all existing NavMeshData sub-assets
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var assets = AssetDatabase.LoadAllAssetsAtPath(path);
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foreach (var o in assets)
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{
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var data = o as NavMeshData;
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if (data != null)
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DestroyImmediate(o, true);
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}
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}
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[DrawGizmo(GizmoType.Selected | GizmoType.Active | GizmoType.Pickable)]
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static void RenderGizmo(NavMeshPrefabInstance instance, GizmoType gizmoType)
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{
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if (!EditorApplication.isPlaying)
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instance.UpdateInstance();
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}
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}
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