Sample project to showcase the use of UI Toolkit for Runtime based on the Unity Royale project.
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1.5 KiB

using UnityEngine.AI;
namespace UnityEditor.AI
{
[CanEditMultipleObjects]
[CustomEditor(typeof(NavMeshModifier))]
class NavMeshModifierEditor : Editor
{
SerializedProperty m_AffectedAgents;
SerializedProperty m_Area;
SerializedProperty m_IgnoreFromBuild;
SerializedProperty m_OverrideArea;
void OnEnable()
{
m_AffectedAgents = serializedObject.FindProperty("m_AffectedAgents");
m_Area = serializedObject.FindProperty("m_Area");
m_IgnoreFromBuild = serializedObject.FindProperty("m_IgnoreFromBuild");
m_OverrideArea = serializedObject.FindProperty("m_OverrideArea");
NavMeshVisualizationSettings.showNavigation++;
}
void OnDisable()
{
NavMeshVisualizationSettings.showNavigation--;
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_IgnoreFromBuild);
EditorGUILayout.PropertyField(m_OverrideArea);
if (m_OverrideArea.boolValue)
{
EditorGUI.indentLevel++;
NavMeshComponentsGUIUtility.AreaPopup("Area Type", m_Area);
EditorGUI.indentLevel--;
}
NavMeshComponentsGUIUtility.AgentMaskPopup("Affected Agents", m_AffectedAgents);
EditorGUILayout.Space();
serializedObject.ApplyModifiedProperties();
}
}
}