mirror of
https://github.com/Xevion/Boids.git
synced 2025-12-16 02:11:08 -06:00
52 lines
3.2 KiB
C#
52 lines
3.2 KiB
C#
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(BoidController))]
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public class BoidControllerEditor : Editor {
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public override void OnInspectorGUI() {
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var controller = (BoidController) target;
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// Boid Count update
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EditorGUI.BeginChangeCheck();
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controller.boidCount = EditorGUILayout.IntSlider("Boid Count", controller.boidCount, 1, 500);
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// Check must be performed or Boids will be added outside of gameplay
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if (EditorGUI.EndChangeCheck() && Application.isPlaying) {
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int diff = controller.boidCount - controller.boids.Count;
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if (diff > 1)
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controller.AddBoids(diff);
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else if (diff < 0)
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controller.RemoveBoids(Mathf.Abs(diff));
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}
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// Basic Boid Controller Attributes
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controller.boidGroupRange = EditorGUILayout.Slider("Group Range", controller.boidGroupRange, 0.01f, 7.5f);
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controller.boidStartVelocity = EditorGUILayout.Slider("Start Velocity", controller.boidStartVelocity, 0.01f, 25.0f);
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controller.minSpeed = EditorGUILayout.Slider("Minimum Speed", controller.minSpeed, 0.01f, 25.0f);
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controller.maxSpeed = EditorGUILayout.Slider("Maximum Speed", controller.maxSpeed, 0.01f, 25.0f);
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controller.boidSeparationRange = EditorGUILayout.Slider("Separation Range", controller.boidSeparationRange, 0.01f, 5.0f);
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controller.boundaryForce = EditorGUILayout.Slider("Boundary Force", controller.boundaryForce, 0.25f, 50f);
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controller.maxSteerForce = EditorGUILayout.Slider("Max Steer Force", controller.maxSteerForce, 1f, 500f);
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controller.boidFOV = EditorGUILayout.Slider("Boid FOV", controller.boidFOV, 1f, 360f);
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// Boid Bias Attributes
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controller.alignmentBias = EditorGUILayout.Slider("Alignment Bias", controller.alignmentBias, 0.001f, 1.5f);
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controller.cohesionBias = EditorGUILayout.Slider("Cohesion Bias", controller.cohesionBias, 0.001f, 1.5f);
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controller.separationBias = EditorGUILayout.Slider("Separation Bias", controller.separationBias, 0.001f, 2.5f);
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controller.boundaryBias = EditorGUILayout.Slider("Boundary Bias", controller.boundaryBias, 0.01f, 1.5f);
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controller.localFlocks = EditorGUILayout.Toggle("Use Groups?", controller.localFlocks);
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controller.edgeWrapping = EditorGUILayout.Toggle("Enforce Wrapping?", controller.edgeWrapping);
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controller.enableAlignment = EditorGUILayout.Toggle("Enable Alignment?", controller.enableAlignment);
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controller.enableCohesion = EditorGUILayout.Toggle("Enable Cohesion?", controller.enableCohesion);
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controller.enableSeparation = EditorGUILayout.Toggle("Enable Separation?", controller.enableSeparation);
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controller.enableBoundary = EditorGUILayout.Toggle("Enable Boundary?", controller.enableBoundary);
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controller.enableFOVChecks = EditorGUILayout.Toggle("Enable FOV?", controller.enableFOVChecks);
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// Boid Rendering
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controller.circleVertexCount = EditorGUILayout.IntSlider("Circle Vertex Count", controller.circleVertexCount, 4, 360);
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controller.circleWidth = EditorGUILayout.Slider("Circle Line Width", controller.circleWidth, 0.01f, 1f);
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}
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}
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#endif |