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3.2 KiB

using UnityEditor;
using UnityEngine;
using Unity.Mathematics;
using UnityEditor.Graphs;
using static BoatAttack.WaypointGroup;
[CustomPropertyDrawer(typeof(Waypoint))]
public class WaypointDrawer : PropertyDrawer
{
private SerializedProperty posProp;
private SerializedProperty rotProp;
private SerializedProperty numProp;
private SerializedProperty widthProp;
private SerializedProperty checkProp;
private readonly float vertLine = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing * 2;
private readonly float vertHeight = EditorGUIUtility.singleLineHeight;
public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(rect, GUIContent.none, property);
var labelWidth = EditorGUIUtility.labelWidth;
posProp = property.FindPropertyRelative("point");
rotProp = property.FindPropertyRelative("rotation");
numProp = property.FindPropertyRelative("index");
widthProp = property.FindPropertyRelative("width");
checkProp = property.FindPropertyRelative("isCheckpoint");
var firstLine = rect.y + EditorGUIUtility.standardVerticalSpacing;
var secondLine = firstLine + vertLine;
Rect numRect = new Rect(rect.x, firstLine, 25, vertHeight);
var dynamicWidth = rect.width - numRect.width;
Rect posRect = new Rect(rect.x + numRect.width + 4, firstLine, dynamicWidth * 0.666f - 4, vertHeight);
Rect rotRect = new Rect(posRect.x + posRect.width + 4, firstLine, dynamicWidth * 0.333f - 4, vertHeight);
Rect widthRect = new Rect(rect.x, secondLine, rect.width * 0.5f, vertHeight);
Rect checkRect = new Rect(rect.x + widthRect.width + 10, secondLine, rect.width * 0.5f - 10, vertHeight);
GUI.Button(numRect, label.text.Split(' ')[1]); // get array number
float3 rawPos = posProp.vector3Value;
EditorGUI.BeginChangeCheck();
rawPos.xz = EditorGUI.Vector2Field(posRect, GUIContent.none, rawPos.xz);
if (EditorGUI.EndChangeCheck())
{
posProp.vector3Value = math.round(rawPos * 100f) / 100f;;
}
Quaternion rawRot = rotProp.quaternionValue;
var rot = rawRot.eulerAngles;
EditorGUI.BeginChangeCheck();
EditorGUIUtility.labelWidth = 12;
rot.y = EditorGUI.FloatField(rotRect, "H", rot.y);
if (EditorGUI.EndChangeCheck())
{
rotProp.quaternionValue = Quaternion.Euler(0f, math.round(rot.y), 0f);
}
EditorGUIUtility.labelWidth = 60;
EditorGUI.PropertyField(widthRect, widthProp, new GUIContent("Width", "Width of this waypoint, AI boats will keep within this and checkpoint gates will scale to this width."));
checkProp.boolValue = EditorGUI.ToggleLeft(checkRect, new GUIContent("Checkpoint", "Is this waypoint a checkpoint in game."), checkProp.boolValue);
EditorGUIUtility.labelWidth = labelWidth;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return vertLine * 2f + EditorGUIUtility.standardVerticalSpacing;
}
}