[Player] Add AI Pathfinding on a 2D grid to the player character

This commit is contained in:
Michal Pikulski
2025-09-02 11:42:25 +02:00
parent 3d3b72f04d
commit e53b5a0034
663 changed files with 148320 additions and 66 deletions

View File

@@ -0,0 +1,39 @@
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace Pathfinding {
[CustomPropertyDrawer(typeof(EnumFlagAttribute))]
public class EnumFlagDrawer : PropertyDrawer {
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
Enum targetEnum = GetBaseProperty<Enum>(property);
EditorGUI.BeginProperty(position, label, property);
EditorGUI.BeginChangeCheck();
#if UNITY_2017_3_OR_NEWER
Enum enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum);
#else
Enum enumNew = EditorGUI.EnumMaskField(position, label, targetEnum);
#endif
if (EditorGUI.EndChangeCheck() || !property.hasMultipleDifferentValues) {
property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
}
EditorGUI.EndProperty();
}
static T GetBaseProperty<T>(SerializedProperty prop) {
// Separate the steps it takes to get to this property
string[] separatedPaths = prop.propertyPath.Split('.');
// Go down to the root of this serialized property
System.Object reflectionTarget = prop.serializedObject.targetObject as object;
// Walk down the path to get the target object
foreach (var path in separatedPaths) {
FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
reflectionTarget = fieldInfo.GetValue(reflectionTarget);
}
return (T)reflectionTarget;
}
}
}