Closed #33 Inship Basic Environment and #36 Start Ai

This commit is contained in:
IDMhan 2023-10-12 10:09:31 +09:00
parent 77bbd26602
commit f7d0f2a2a7
3114 changed files with 420141 additions and 36 deletions

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@ -3,8 +3,8 @@ using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class EmptyNpc : Npc
public class InShipNpc : Npc
{
}
}

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using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
using UnityEngine.AI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[TaskCategory("Custom/NpcAction")]
public class SetUsuallyPointsAi : Action
{
public SharedTransformList usuallyPoints;
private NavMeshAgent agent;
private int destPoint;
private Vector3 lastPosition;
private Vector3 localScale;
public override void OnAwake()
{
agent = GetComponent<NavMeshAgent>();
agent.updateRotation = false;
localScale = transform.localScale;
lastPosition = transform.position;
GoToNextPoint();
}
private void GoToNextPoint()
{
if (usuallyPoints.Value.Count == 0)
return;
destPoint = Random.Range(0, usuallyPoints.Value.Count);
agent.destination = usuallyPoints.Value[destPoint].position;
}
public override TaskStatus OnUpdate()
{
// 현재 이동 방향 계산
var moveDirection = transform.position - lastPosition;
if (moveDirection.x < 0)
{
// 왼쪽으로 이동
localScale.x = Mathf.Abs(localScale.x) * -1;
}
else if (moveDirection.x > 0)
{
// 오른쪽으로 이동
localScale.x = Mathf.Abs(localScale.x);
}
// Scale 업데이트
transform.localScale = localScale;
// 마지막 위치 업데이트
lastPosition = transform.position;
if (!agent.pathPending && agent.remainingDistance < 2f)
{
GoToNextPoint();
}
return TaskStatus.Running;
}
}
}

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using UnityEditor;
namespace PixelCrushers
{
[CustomEditor(typeof(MessageEvents), true)]
public class MessageEventsEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.HelpBox("In Messages To Listen For, add messages to listen for and the events that should occur when these messages are received.", MessageType.None);
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_messagesToListenFor"), true);
EditorGUILayout.HelpBox("In Messages To Send, configure messages that you want to send. To send them, call SendToMessageSystem(index) with the index of the element in Messages To Send.", MessageType.None);
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_messagesToSend"), true);
serializedObject.ApplyModifiedProperties();
}
}
}

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using UnityEditor;
using System.IO;
namespace PixelCrushers
{
public static class AssetUtility
{
/// <summary>
/// Creates a new ScriptableObject asset in the project's asset database.
/// </summary>
/// <typeparam name="T">The ScriptableObject type.</typeparam>
/// <param name="typeName">The type name to use when naming the asset file in the project's asset database.</param>
/// <param name="select">If true, select the asset.</param>
/// <param name="prependNew">If true, prepend 'New' to the beginning of the asset name.</param>
/// <returns>The asset.</returns>
public static T CreateAsset<T>(string typeName, bool select = true, bool prependNew = true) where T : ScriptableObject
{
var asset = ScriptableObjectUtility.CreateScriptableObject<T>() as T;
SaveAsset(asset, typeName, select, prependNew);
return asset;
}
/// <summary>
/// Creates a new ScriptableObject asset in the project's asset database.
/// </summary>
/// <param name="type">The ScriptableObject type.</param>
/// <param name="typeName">The type name to use when naming the asset file in the project's asset database.</param>
/// <param name="select">If true, select the asset.</param>
/// <param name="prependNew">If true, prepend 'New' to the beginning of the asset name.</param>
/// <returns>The asset.</returns>
public static ScriptableObject CreateAsset(System.Type type, string typeName, bool select = true, bool prependNew = true)
{
var asset = ScriptableObjectUtility.CreateScriptableObject(type);
SaveAsset(asset, typeName, select, prependNew);
return asset;
}
/// <summary>
/// Creates a new ScriptableObject asset in the project's asset database.
/// </summary>
/// <typeparam name="T">The ScriptableObject type.</typeparam>
/// <param name="filename">The filename to save the asset as.</param>
/// <param name="select">If true, select the asset.</param>
/// <returns>The asset.</returns>
public static T CreateAssetWithFilename<T>(string filename, bool select = true) where T : ScriptableObject
{
var asset = ScriptableObjectUtility.CreateScriptableObject<T>() as T;
SaveAssetWithFilename(asset, filename, select);
return asset;
}
/// <summary>
/// Creates a new ScriptableObject asset in the project's asset database.
/// </summary>
/// <param name="type">The ScriptableObject type.</param>
/// <param name="filename">The filename to save the asset as.</param>
/// <param name="select">If true, select the asset.</param>
/// <returns>The asset.</returns>
public static ScriptableObject CreateAssetWithFilename(System.Type type, string filename, bool select = true)
{
var asset = ScriptableObjectUtility.CreateScriptableObject(type);
SaveAssetWithFilename(asset, filename, select);
return asset;
}
private static void SaveAsset(ScriptableObject asset, string typeName, bool select = true, bool prependNew = true)
{
string path = AssetDatabase.GetAssetPath(Selection.activeObject);
if (string.IsNullOrEmpty(path))
{
path = "Assets";
}
else if (!string.IsNullOrEmpty(Path.GetExtension(path)))
{
path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), "");
}
string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + (prependNew ? "/New " : "/") + typeName + ".asset");
SaveAssetWithFilename(asset, assetPathAndName, select);
}
private static void SaveAssetWithFilename(ScriptableObject asset, string filename, bool select = true)
{
AssetDatabase.CreateAsset(asset, filename);
//AssetDatabase.SaveAssets();
if (select)
{
EditorUtility.FocusProjectWindow();
Selection.activeObject = asset;
}
}
/// <summary>
/// (Editor only) Registers a ScriptableObject as part of an asset in the project's asset database.
/// </summary>
/// <param name="scriptableObject">The ScriptableObject to add.</param>
/// <param name="asset">The asset to add the ScriptableObject to.</param>
public static void AddToAsset(ScriptableObject scriptableObject, UnityEngine.Object asset)
{
scriptableObject.hideFlags = HideFlags.HideInHierarchy;
AssetDatabase.AddObjectToAsset(scriptableObject, asset);
//AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(scriptableObject));
//AssetDatabase.SaveAssets();
//AssetDatabase.Refresh();
}
/// <summary>
/// (Editor only) Deletes a ScriptableObject from an asset.
/// </summary>
/// <param name="scriptableObject">The ScriptableObject to add.</param>
/// <param name="asset">The asset to delete the ScriptableObject from.</param>
public static void DeleteFromAsset(ScriptableObject scriptableObject, UnityEngine.Object asset)
{
if (scriptableObject == null) return;
UnityEngine.Object.DestroyImmediate(scriptableObject, true);
//AssetDatabase.SaveAssets();
//AssetDatabase.Refresh();
}
}
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// From "Unity Editor Window Zooming" by Martin Ecker.
// http://martinecker.com/martincodes/unity-editor-window-zooming/
using UnityEngine;
namespace PixelCrushers
{
public class EditorGUIZoomArea
{
private const float kEditorWindowTabHeight = 21.0f;
private static Matrix4x4 _prevGuiMatrix;
public static Rect Begin(float zoomScale, Rect screenCoordsArea)
{
GUI.EndGroup(); // End the group Unity begins automatically for an EditorWindow to clip out the window tab. This allows us to draw outside of the size of the EditorWindow.
Rect clippedArea = screenCoordsArea.ScaleSizeBy(1.0f / zoomScale, screenCoordsArea.TopLeft());
clippedArea.y += kEditorWindowTabHeight;
GUI.BeginGroup(clippedArea);
_prevGuiMatrix = GUI.matrix;
Matrix4x4 translation = Matrix4x4.TRS(clippedArea.TopLeft(), Quaternion.identity, Vector3.one);
Matrix4x4 scale = Matrix4x4.Scale(new Vector3(zoomScale, zoomScale, 1.0f));
GUI.matrix = translation * scale * translation.inverse * GUI.matrix;
return clippedArea;
}
public static void End()
{
GUI.matrix = _prevGuiMatrix;
GUI.EndGroup();
GUI.BeginGroup(new Rect(0.0f, kEditorWindowTabHeight, Screen.width, Screen.height));
}
}
}

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using UnityEditor;
namespace PixelCrushers
{
#if UNITY_2018_1_OR_NEWER
public static class EnablePhysics2DMenuItem
{
[MenuItem("Tools/Pixel Crushers/Common/Misc/Enable Physics2D Support...", false, 100)]
static public void AddUSEPHYSICS2D()
{
if (EditorUtility.DisplayDialog("Enable Physics2D Support", "If your project uses 2D Physics, press OK to enable Pixel Crushers support for 2D Physics.", "OK", "Cancel"))
{
MoreEditorUtility.TryAddScriptingDefineSymbols("USE_PHYSICS2D");
EditorUtility.DisplayDialog("Physics2D Support Enabled", "Support for 2D Physics has been enabled. You may need to right-click on the Plugins/Pixel Crushers folder and select Reimport to recompile the scripts with 2D Physics support. If you add build platforms, you may need to select this menu item again.", "OK");
}
}
[MenuItem("Tools/Pixel Crushers/Common/Misc/Enable Physics2D Support...", true)]
static bool ValidateAddUSEPHYSICS2D()
{
return !MoreEditorUtility.DoesScriptingDefineSymbolExist("USE_PHYSICS2D");
}
}
#endif
}

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using UnityEditor;
namespace PixelCrushers
{
[CustomPropertyDrawer(typeof(HelpBoxAttribute))]
public class HelpBoxAttributeDrawer : DecoratorDrawer
{
public override float GetHeight()
{
try
{
var helpBoxAttribute = attribute as HelpBoxAttribute;
if (helpBoxAttribute == null) return base.GetHeight();
var helpBoxStyle = (GUI.skin != null) ? GUI.skin.GetStyle("helpbox") : null;
if (helpBoxStyle == null) return base.GetHeight();
return Mathf.Max(40f, helpBoxStyle.CalcHeight(new GUIContent(helpBoxAttribute.text), EditorGUIUtility.currentViewWidth) + 4);
}
catch (System.ArgumentException) // Handles IMGUI->UITK bug in Unity 2022.2.
{
return 3 * EditorGUIUtility.singleLineHeight;
}
}
public override void OnGUI(Rect position)
{
var helpBoxAttribute = attribute as HelpBoxAttribute;
if (helpBoxAttribute == null) return;
EditorGUI.HelpBox(position, helpBoxAttribute.text, GetMessageType(helpBoxAttribute.messageType));
}
private MessageType GetMessageType(HelpBoxMessageType helpBoxMessageType)
{
switch (helpBoxMessageType)
{
default:
case HelpBoxMessageType.None:
return MessageType.None;
case HelpBoxMessageType.Info:
return MessageType.Info;
case HelpBoxMessageType.Warning:
return MessageType.Warning;
case HelpBoxMessageType.Error:
return MessageType.Error;
}
}
}
}

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// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using UnityEditor;
namespace PixelCrushers
{
public static class MoreEditorGuiUtility
{
// // Evaluation version headaches. Get it at runtime instead:
//#if UNITY_2022_3_OR_NEWER && !UNITY_2022_3_0
// public const string ToolbarSearchTextFieldName = "ToolbarSearchTextField";
// public const string ToolbarSearchCancelButtonName = "ToolbarSearchCancelButton";
// public const string ToolbarSearchCancelButtonEmpty = "ToolbarSearchCancelButtonEmpty";
//#else
// public const string ToolbarSearchTextFieldName = "ToolbarSeachTextField";
// public const string ToolbarSearchCancelButtonName = "ToolbarSeachCancelButton";
// public const string ToolbarSearchCancelButtonEmpty = "ToolbarSeachCancelButtonEmpty";
//#endif
private static GUIStyle toolbarSearchTextFieldStyle = null;
private static GUIStyle toolbarSearchCancelButtonStyle = null;
private static GUIStyle toolbarSearchCancelButtonEmptyStyle = null;
public static string ToolbarSearchTextFieldName
{
get
{
if (toolbarSearchTextFieldStyle == null)
{
toolbarSearchTextFieldStyle = FindCustomStyle("ToolbarSearchTextField", "ToolbarSeachTextField");
}
return toolbarSearchTextFieldStyle.name;
}
}
public static string ToolbarSearchCancelButtonName
{
get
{
if (toolbarSearchCancelButtonStyle == null)
{
toolbarSearchCancelButtonStyle = FindCustomStyle("ToolbarSearchCancelButton", "ToolbarSeachCancelButton");
}
return toolbarSearchCancelButtonStyle.name;
}
}
public static string ToolbarSearchCancelButtonEmpty
{
get
{
if (toolbarSearchCancelButtonEmptyStyle == null)
{
toolbarSearchCancelButtonEmptyStyle = FindCustomStyle("ToolbarSearchCancelButtonEmpty", "ToolbarSeachCancelButtonEmpty");
}
return toolbarSearchCancelButtonEmptyStyle.name;
}
}
private static GUIStyle FindCustomStyle(string name1, string name2)
{
foreach (var style in GUI.skin.customStyles)
{
if ((style.name == name1) || (style.name == name2)) return style;
}
return GUI.skin.label;
}
public const float GearWidth = 15;
public const float GearHeight = 14;
private static GUIStyle m_gearMenuGuiStyle = null;
/// <summary>
/// Draws a gear menu button.
/// </summary>
/// <returns><c>true</c> if the button was clicked; otherwise <c>false</c>.</returns>
public static bool DoGearMenu(Rect rect)
{
if (!LoadGearStyle()) return false;
return GUI.Button(rect, GUIContent.none, m_gearMenuGuiStyle);
}
/// <summary>
/// Draws a gear menu button in GUI layout mode.
/// </summary>
/// <returns><c>true</c> if the button was clicked; otherwise <c>false</c>.</returns>
public static bool DoLayoutGearMenu()
{
if (!LoadGearStyle()) return false;
return GUILayout.Button(GUIContent.none, m_gearMenuGuiStyle, GUILayout.Width(GearWidth), GUILayout.Height(GearHeight));
}
private static bool LoadGearStyle()
{
if (m_gearMenuGuiStyle == null)
{
var textureName = EditorGUIUtility.isProSkin ? "icons/d__Popup.png" : "icons/_Popup.png";
Texture2D gearTexture = EditorGUIUtility.Load(textureName) as Texture2D;
m_gearMenuGuiStyle = new GUIStyle(GUI.skin.label);
m_gearMenuGuiStyle.normal.background = gearTexture;
m_gearMenuGuiStyle.active.background = gearTexture;
m_gearMenuGuiStyle.focused.background = gearTexture;
m_gearMenuGuiStyle.hover.background = gearTexture;
m_gearMenuGuiStyle.onNormal.background = gearTexture;
m_gearMenuGuiStyle.onActive.background = gearTexture;
m_gearMenuGuiStyle.onFocused.background = gearTexture;
m_gearMenuGuiStyle.onHover.background = gearTexture;
}
return (m_gearMenuGuiStyle != null);
}
}
}

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// Copyright (c) Pixel Crushers. All rights reserved.
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace PixelCrushers
{
public static class MoreEditorUtility
{
// These two methods handle API differences:
public static string GetScriptingDefineSymbolsForGroup(BuildTargetGroup group)
{
#if UNITY_2023_1_OR_NEWER
return PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(group));
#else
return PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
#endif
}
public static void SetScriptingDefineSymbolsForGroup(BuildTargetGroup group, string defines)
{
#if UNITY_2023_1_OR_NEWER
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(group), defines);
#else
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, defines);
#endif
}
/// <summary>
/// Checks if a symbol exists in the project's Scripting Define Symbols for the current build target.
/// </summary>
public static bool DoesScriptingDefineSymbolExist(string symbol)
{
var defines = GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup).Split(';');
for (int i = 0; i < defines.Length; i++)
{
if (string.Equals(symbol, defines[i].Trim())) return true;
}
return false;
}
public static HashSet<BuildTargetGroup> GetInstalledBuildTargetGroups()
{
#if UNITY_2017
Debug.Log("Updating all build targets. Please ignore messages about build targets not installed.");
#endif
var result = new HashSet<BuildTargetGroup>();
foreach (BuildTarget target in (BuildTarget[])Enum.GetValues(typeof(BuildTarget)))
{
BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
#if UNITY_2018_1_OR_NEWER
if (BuildPipeline.IsBuildTargetSupported(group, target))
#endif
{
result.Add(group);
}
}
return result;
}
/// <summary>
/// Try to add a symbol to the project's Scripting Define Symbols for all build targets.
/// </summary>
public static void TryAddScriptingDefineSymbols(string symbol, bool touchFiles = false)
{
foreach (var group in GetInstalledBuildTargetGroups())
{
try
{
var defines = GetScriptingDefineSymbolsForGroup(group);
if (!string.IsNullOrEmpty(defines)) defines += ";";
defines += symbol;
SetScriptingDefineSymbolsForGroup(group, defines);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
if (touchFiles) TouchScriptsWithScriptingSymbol(symbol);
RecompileScripts();
}
/// <summary>
/// Try to remove a symbol from the project's Scripting Define Symbols for all build targets.
/// </summary>
public static void TryRemoveScriptingDefineSymbols(string symbol)
{
foreach (var group in GetInstalledBuildTargetGroups())
{
try
{
var symbols = new List<string>(GetScriptingDefineSymbolsForGroup(group).Split(';'));
symbols.Remove(symbol);
var defines = string.Join(";", symbols.ToArray());
SetScriptingDefineSymbolsForGroup(group, defines);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
RecompileScripts();
}
/// <summary>
/// Add or remove a scripting define symbol.
/// </summary>
public static void ToggleScriptingDefineSymbol(string define, bool value, bool touchFiles = false)
{
if (value == true) TryAddScriptingDefineSymbols(define, touchFiles);
else TryRemoveScriptingDefineSymbols(define);
}
/// <summary>
/// Triggers a script recompile.
/// </summary>
public static void RecompileScripts()
{
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
#if UNITY_2019_3_OR_NEWER
EditorUtility.RequestScriptReload();
#else
UnityEditorInternal.InternalEditorUtility.RequestScriptReload();
#endif
}
/// <summary>
/// The only reliable way to force a recompile and get the editor to recognize
/// MonoBehaviour scripts and wrappers in Plugins is to actually change those
/// files. :/
/// </summary>
/// <param name="symbol">Touch files that cehck this scripting symbol.</param>
public static void TouchScriptsWithScriptingSymbol(string symbol)
{
var path = Application.dataPath + "/Plugins/Pixel Crushers/";
if (Application.platform == RuntimePlatform.WindowsEditor)
{
path = path.Replace("/", "\\");
}
if (!Directory.Exists(path))
{
Debug.Log("It looks like you've moved this Pixel Crushers asset. In the Project view, please right-click on the folder in its new location and select Reimport.");
}
else
{
string[] filenames = Directory.GetFiles(path, "*.cs", SearchOption.AllDirectories);
var found = string.Empty;
var recompileAtText = "// Recompile at " + DateTime.Now + "\r\n";
var searchString = "#if " + symbol;
foreach (string filename in filenames)
{
var text = File.ReadAllText(filename);
if (text.Contains(searchString))
{
found += filename + "\n";
if (text.StartsWith("// Recompile at "))
{
var lines = File.ReadAllLines(filename);
lines[0] = recompileAtText;
File.WriteAllLines(filename, lines);
}
else
{
text = recompileAtText + text;
File.WriteAllText(filename, text);
}
}
}
}
}
//=============================================================
[MenuItem("Tools/Pixel Crushers/Common/Misc/Enable TextMesh Pro Support...", false, 101)]
static public void AddTMPPRESENT()
{
if (EditorUtility.DisplayDialog("Enable TextMesh Pro Support", "This will enable TextMesh Pro support. Your project must already contain the TextMesh Pro package. To continue, press OK. If you need to install TextMesh Pro first, press Cancel.", "OK", "Cancel"))
{
MoreEditorUtility.TryAddScriptingDefineSymbols("TMP_PRESENT");
TouchScriptsWithScriptingSymbol("TMP_PRESENT");
EditorUtility.DisplayDialog("TextMesh Pro Support Enabled", "TextMesh Pro support has been enabled. You may need to right-click on the two files named TextMeshProTypewriterEffect and select Reimport to be able to add them to your GameObjects. If you change build platforms, you may need to select this menu item again.", "OK");
}
}
[MenuItem("Tools/Pixel Crushers/Common/Misc/Enable TextMesh Pro Support...", true)]
static bool ValidateAddTMPPRESENT()
{
return !MoreEditorUtility.DoesScriptingDefineSymbolExist("TMP_PRESENT");
}
//=============================================================
[MenuItem("Tools/Pixel Crushers/Common/Misc/Enable Super Text Mesh Support...", false, 101)]
static public void AddUSESTM()
{
if (EditorUtility.DisplayDialog("Enable Super Text Mesh Support", "This will enable Super Text Mesh support. Your project must already contain Super Text Mesh.\n\n*IMPORTANT*: Before pressing OK, you MUST move the Clavian folder into the Plugins folder!\n\nTo continue, press OK. If you need to install Super Text Mesh or move the folder first, press Cancel.", "OK", "Cancel"))
{
MoreEditorUtility.TryAddScriptingDefineSymbols("USE_STM");
EditorUtility.DisplayDialog("Super Text Mesh Support Enabled", "Super Text Mesh support has been enabled.", "OK");
}
}
[MenuItem("Tools/Pixel Crushers/Common/Misc/Enable Super Text Mesh Support...", true)]
static bool ValidateAddUSESTM()
{
return !MoreEditorUtility.DoesScriptingDefineSymbolExist("USE_STM");
}
//=============================================================
#if UNITY_2019_1_OR_NEWER
[MenuItem("Tools/Pixel Crushers/Common/Misc/Use New Input System...", false, 102)]
static public void AddUSENEWINPUT()
{
if (EditorUtility.DisplayDialog("Use New Input System", "This will switch the Input Device Manager to read from Unity's new Input System. You must have already added the Input System package.\n\nSee the configuration manual in Plugins > Pixel Crushers > Common > Documentation.", "OK", "Cancel"))
{
MoreEditorUtility.TryAddScriptingDefineSymbols("USE_NEW_INPUT");
EditorUtility.DisplayDialog("Using New Input System", "See the configuration manual in Plugins > Pixel Crushers > Common > Documentation.", "OK");
}
}
[MenuItem("Tools/Pixel Crushers/Common/Misc/Use New Input System...", true)]
static bool ValidateAddUSENEWINPUT()
{
return !MoreEditorUtility.DoesScriptingDefineSymbolExist("USE_NEW_INPUT");
}
#endif
//=============================================================
[MenuItem("Tools/Pixel Crushers/Common/Misc/Use NavMesh...", false, 103)]
static public void AddUSENAVMESH()
{
if (EditorUtility.DisplayDialog("Use NavMesh", "If your project uses Unity's NavMesh AI navigation system, this will enable Pixel Crushers support for it.", "OK", "Cancel"))
{
MoreEditorUtility.TryAddScriptingDefineSymbols("USE_NAVMESH");
EditorUtility.DisplayDialog("NavMesh Integration Enabled", "Pixel Crushers asset support for NavMeshes navigation is now enabled.", "OK");
}
}
[MenuItem("Tools/Pixel Crushers/Common/Misc/Use NavMesh...", true)]
static bool ValidateAddUSENAVMESH()
{
return !MoreEditorUtility.DoesScriptingDefineSymbolExist("USE_NAVMESH");
}
}
}

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MonoImporter:
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packageName: Dialogue System for Unity
packageVersion: 2.2.40.2
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uploadId: 616804

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@ -0,0 +1,44 @@
// Copyright (c) Pixel Crushers. All rights reserved.
using UnityEngine;
using UnityEditor;
namespace PixelCrushers
{
[CustomEditor(typeof(TimedEvent), true)]
public class TimedEventEditor : Editor
{
private SerializedProperty modeProperty;
private SerializedProperty durationProperty;
private SerializedProperty framesProperty;
private SerializedProperty activateOnStartProperty;
private SerializedProperty onTimeReachedProperty;
private void OnEnable()
{
modeProperty = serializedObject.FindProperty("m_mode");
durationProperty = serializedObject.FindProperty("m_duration");
framesProperty = serializedObject.FindProperty("m_frames");
activateOnStartProperty = serializedObject.FindProperty("m_activateOnStart");
onTimeReachedProperty = serializedObject.FindProperty("m_onTimeReached");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(modeProperty);
if (modeProperty.enumValueIndex == (int)TimedEvent.TimingMode.Frames)
{
EditorGUILayout.PropertyField(framesProperty);
}
else
{
EditorGUILayout.PropertyField(durationProperty);
}
EditorGUILayout.PropertyField(activateOnStartProperty);
EditorGUILayout.PropertyField(onTimeReachedProperty);
serializedObject.ApplyModifiedProperties();
}
}
}

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