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384
Assets/Standard Assets/Utility/WaypointCircuit.cs
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384
Assets/Standard Assets/Utility/WaypointCircuit.cs
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using System;
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using System.Collections;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityStandardAssets.Utility
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{
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public class WaypointCircuit : MonoBehaviour
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{
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public WaypointList waypointList = new WaypointList();
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[SerializeField] private bool smoothRoute = true;
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private int numPoints;
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private Vector3[] points;
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private float[] distances;
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public float editorVisualisationSubsteps = 100;
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public float Length { get; private set; }
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public Transform[] Waypoints
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{
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get { return waypointList.items; }
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}
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//this being here will save GC allocs
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private int p0n;
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private int p1n;
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private int p2n;
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private int p3n;
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private float i;
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private Vector3 P0;
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private Vector3 P1;
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private Vector3 P2;
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private Vector3 P3;
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// Use this for initialization
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private void Awake()
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{
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if (Waypoints.Length > 1)
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{
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CachePositionsAndDistances();
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}
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numPoints = Waypoints.Length;
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}
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public RoutePoint GetRoutePoint(float dist)
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{
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// position and direction
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Vector3 p1 = GetRoutePosition(dist);
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Vector3 p2 = GetRoutePosition(dist + 0.1f);
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Vector3 delta = p2 - p1;
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return new RoutePoint(p1, delta.normalized);
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}
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public Vector3 GetRoutePosition(float dist)
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{
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int point = 0;
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if (Length == 0)
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{
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Length = distances[distances.Length - 1];
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}
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dist = Mathf.Repeat(dist, Length);
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while (distances[point] < dist)
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{
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++point;
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}
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// get nearest two points, ensuring points wrap-around start & end of circuit
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p1n = ((point - 1) + numPoints)%numPoints;
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p2n = point;
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// found point numbers, now find interpolation value between the two middle points
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i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist);
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if (smoothRoute)
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{
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// smooth catmull-rom calculation between the two relevant points
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// get indices for the surrounding 2 points, because
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// four points are required by the catmull-rom function
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p0n = ((point - 2) + numPoints)%numPoints;
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p3n = (point + 1)%numPoints;
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// 2nd point may have been the 'last' point - a dupe of the first,
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// (to give a value of max track distance instead of zero)
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// but now it must be wrapped back to zero if that was the case.
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p2n = p2n%numPoints;
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P0 = points[p0n];
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P1 = points[p1n];
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P2 = points[p2n];
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P3 = points[p3n];
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return CatmullRom(P0, P1, P2, P3, i);
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}
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else
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{
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// simple linear lerp between the two points:
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p1n = ((point - 1) + numPoints)%numPoints;
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p2n = point;
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return Vector3.Lerp(points[p1n], points[p2n], i);
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}
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}
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private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)
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{
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// comments are no use here... it's the catmull-rom equation.
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// Un-magic this, lord vector!
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return 0.5f*
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((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i +
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(-p0 + 3*p1 - 3*p2 + p3)*i*i*i);
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}
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private void CachePositionsAndDistances()
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{
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// transfer the position of each point and distances between points to arrays for
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// speed of lookup at runtime
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points = new Vector3[Waypoints.Length + 1];
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distances = new float[Waypoints.Length + 1];
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float accumulateDistance = 0;
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for (int i = 0; i < points.Length; ++i)
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{
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var t1 = Waypoints[(i)%Waypoints.Length];
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var t2 = Waypoints[(i + 1)%Waypoints.Length];
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if (t1 != null && t2 != null)
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{
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Vector3 p1 = t1.position;
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Vector3 p2 = t2.position;
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points[i] = Waypoints[i%Waypoints.Length].position;
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distances[i] = accumulateDistance;
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accumulateDistance += (p1 - p2).magnitude;
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}
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}
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}
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private void OnDrawGizmos()
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{
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DrawGizmos(false);
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}
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private void OnDrawGizmosSelected()
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{
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DrawGizmos(true);
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}
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private void DrawGizmos(bool selected)
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{
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waypointList.circuit = this;
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if (Waypoints.Length > 1)
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{
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numPoints = Waypoints.Length;
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CachePositionsAndDistances();
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Length = distances[distances.Length - 1];
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Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f);
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Vector3 prev = Waypoints[0].position;
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if (smoothRoute)
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{
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for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps)
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{
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Vector3 next = GetRoutePosition(dist + 1);
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Gizmos.DrawLine(prev, next);
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prev = next;
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}
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Gizmos.DrawLine(prev, Waypoints[0].position);
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}
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else
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{
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for (int n = 0; n < Waypoints.Length; ++n)
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{
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Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position;
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Gizmos.DrawLine(prev, next);
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prev = next;
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}
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}
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}
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}
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[Serializable]
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public class WaypointList
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{
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public WaypointCircuit circuit;
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public Transform[] items = new Transform[0];
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}
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public struct RoutePoint
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{
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public Vector3 position;
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public Vector3 direction;
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public RoutePoint(Vector3 position, Vector3 direction)
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{
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this.position = position;
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this.direction = direction;
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}
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}
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}
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}
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namespace UnityStandardAssets.Utility.Inspector
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{
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#if UNITY_EDITOR
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[CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))]
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public class WaypointListDrawer : PropertyDrawer
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{
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private float lineHeight = 18;
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private float spacing = 4;
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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EditorGUI.BeginProperty(position, label, property);
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float x = position.x;
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float y = position.y;
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float inspectorWidth = position.width;
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// Draw label
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// Don't make child fields be indented
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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var items = property.FindPropertyRelative("items");
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var titles = new string[] {"Transform", "", "", ""};
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var props = new string[] {"transform", "^", "v", "-"};
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var widths = new float[] {.7f, .1f, .1f, .1f};
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float lineHeight = 18;
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bool changedLength = false;
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if (items.arraySize > 0)
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{
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for (int i = -1; i < items.arraySize; ++i)
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{
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var item = items.GetArrayElementAtIndex(i);
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float rowX = x;
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for (int n = 0; n < props.Length; ++n)
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{
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float w = widths[n]*inspectorWidth;
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// Calculate rects
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Rect rect = new Rect(rowX, y, w, lineHeight);
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rowX += w;
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if (i == -1)
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{
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EditorGUI.LabelField(rect, titles[n]);
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}
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else
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{
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if (n == 0)
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{
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EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true);
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}
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else
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{
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if (GUI.Button(rect, props[n]))
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{
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switch (props[n])
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{
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case "-":
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items.DeleteArrayElementAtIndex(i);
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items.DeleteArrayElementAtIndex(i);
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changedLength = true;
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break;
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case "v":
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if (i > 0)
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{
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items.MoveArrayElement(i, i + 1);
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}
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break;
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case "^":
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if (i < items.arraySize - 1)
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{
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items.MoveArrayElement(i, i - 1);
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}
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break;
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}
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}
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}
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}
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}
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y += lineHeight + spacing;
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if (changedLength)
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{
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break;
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}
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}
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}
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else
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{
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// add button
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var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
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widths[widths.Length - 1]*inspectorWidth, lineHeight);
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if (GUI.Button(addButtonRect, "+"))
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{
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items.InsertArrayElementAtIndex(items.arraySize);
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}
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y += lineHeight + spacing;
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}
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// add all button
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var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
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if (GUI.Button(addAllButtonRect, "Assign using all child objects"))
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{
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var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
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var children = new Transform[circuit.transform.childCount];
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int n = 0;
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foreach (Transform child in circuit.transform)
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{
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children[n++] = child;
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}
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Array.Sort(children, new TransformNameComparer());
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circuit.waypointList.items = new Transform[children.Length];
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for (n = 0; n < children.Length; ++n)
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{
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circuit.waypointList.items[n] = children[n];
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}
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}
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y += lineHeight + spacing;
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// rename all button
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var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
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if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order"))
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{
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var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
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int n = 0;
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foreach (Transform child in circuit.waypointList.items)
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{
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child.name = "Waypoint " + (n++).ToString("000");
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}
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}
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y += lineHeight + spacing;
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// Set indent back to what it was
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EditorGUI.indentLevel = indent;
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EditorGUI.EndProperty();
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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SerializedProperty items = property.FindPropertyRelative("items");
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float lineAndSpace = lineHeight + spacing;
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return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
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}
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// comparer for check distances in ray cast hits
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public class TransformNameComparer : IComparer
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{
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public int Compare(object x, object y)
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{
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return ((Transform) x).name.CompareTo(((Transform) y).name);
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}
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}
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}
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#endif
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}
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