Files
Boids/Boids/Assets/Scripts/BoidControllerEditor.cs

52 lines
3.2 KiB
C#

#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BoidController))]
public class BoidControllerEditor : Editor {
public override void OnInspectorGUI() {
var controller = (BoidController) target;
// Boid Count update
EditorGUI.BeginChangeCheck();
controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 1, 500);
// Check must be performed or Boids will be added outside of gameplay
if (EditorGUI.EndChangeCheck() && Application.isPlaying) {
int diff = controller.boidCount - controller.boids.Count;
if (diff > 1)
controller.AddBoids(diff);
else if (diff < 0)
controller.RemoveBoids(Mathf.Abs(diff));
}
// Basic Boid Controller Attributes
controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 25.0f);
controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 25.0f);
controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 50f);
controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 500f);
controller.boidFOV = EditorGUILayout.Slider("Boid FOV", controller.boidFOV, 1f, 360f);
// Boid Bias Attributes
controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 1.5f);
controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 1.5f);
controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 2.5f);
controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 1.5f);
controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping);
controller.enableAlignment = EditorGUILayout.Toggle("Enable Alignment?", controller.enableAlignment);
controller.enableCohesion = EditorGUILayout.Toggle("Enable Cohesion?", controller.enableCohesion);
controller.enableSeparation = EditorGUILayout.Toggle("Enable Separation?", controller.enableSeparation);
controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
controller.enableFOVChecks = EditorGUILayout.Toggle("Enable FOV?", controller.enableFOVChecks);
// Boid Rendering
controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
}
}
#endif