[Player] Add AI Pathfinding on a 2D grid to the player character
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39
Assets/External/AstarPathfindingProject/PackageTools/Editor/EnumFlagDrawer.cs
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39
Assets/External/AstarPathfindingProject/PackageTools/Editor/EnumFlagDrawer.cs
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using System;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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namespace Pathfinding {
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[CustomPropertyDrawer(typeof(EnumFlagAttribute))]
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public class EnumFlagDrawer : PropertyDrawer {
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public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
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Enum targetEnum = GetBaseProperty<Enum>(property);
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EditorGUI.BeginProperty(position, label, property);
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EditorGUI.BeginChangeCheck();
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#if UNITY_2017_3_OR_NEWER
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Enum enumNew = EditorGUI.EnumFlagsField(position, label, targetEnum);
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#else
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Enum enumNew = EditorGUI.EnumMaskField(position, label, targetEnum);
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#endif
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if (EditorGUI.EndChangeCheck() || !property.hasMultipleDifferentValues) {
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property.intValue = (int)Convert.ChangeType(enumNew, targetEnum.GetType());
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}
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EditorGUI.EndProperty();
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}
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static T GetBaseProperty<T>(SerializedProperty prop) {
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// Separate the steps it takes to get to this property
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string[] separatedPaths = prop.propertyPath.Split('.');
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// Go down to the root of this serialized property
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System.Object reflectionTarget = prop.serializedObject.targetObject as object;
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// Walk down the path to get the target object
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foreach (var path in separatedPaths) {
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FieldInfo fieldInfo = reflectionTarget.GetType().GetField(path, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
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reflectionTarget = fieldInfo.GetValue(reflectionTarget);
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}
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return (T)reflectionTarget;
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}
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}
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}
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