Commit d7bdc6ba authored by 15박보승's avatar 15박보승

Drawing agent's path with LineRenderer. Implementing Enemy Editor for editing roamingPath easily.

parent 4547eb1c
This diff is collapsed.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class Enemy : Actor
{
......@@ -13,11 +14,30 @@ public class Enemy : Actor
[SerializeField]
private List<Vector3> roamingPath;
public List<Vector3> RoamingPath { get { return roamingPath; } }
[SerializeField]
private LayerMask blockEyesightMask;
#if UNITY_EDITOR
void OnSceneGUI()
{
}
private void OnDrawGizmosSelected()
{
for (int i = 0; i < roamingPath.Count; i++)
{
EditorGUI.BeginChangeCheck();
Vector3 newPosition = Handles.FreeMoveHandle(roamingPath[i], Quaternion.identity, 1f, Vector3.one, Handles.CircleHandleCap);
if (EditorGUI.EndChangeCheck())
{
roamingPath[i] = newPosition;
}
}
}
private void OnDrawGizmos()
{
if (roamingPath.Count < 1)
......@@ -29,6 +49,8 @@ public class Enemy : Actor
{
Gizmos.DrawLine(roamingPath[i], roamingPath[(i + 1) % roamingPath.Count]);
}
}
#endif
......
......@@ -16,17 +16,25 @@ public abstract class PlayableCharacter : Actor
public float shotRange = 5.0f;
public LayerMask shotBlockMask;
protected LineRenderer lr;
protected LineRenderer shotRangeRenderer;
[SerializeField]
protected LineRenderer pathRenderer;
private float r = 0.0f;
public bool isSelected = false;
private Transform target;
protected override void Start()
{
base.Start();
lr = GetComponent<LineRenderer>();
selectRing = transform.Find("SelectRing").gameObject;
if (shotRangeRenderer == null)
shotRangeRenderer = GetComponent<LineRenderer>();
if (pathRenderer == null)
pathRenderer = GetComponentInChildren<LineRenderer>();
if (selectRing == null)
selectRing = transform.Find("SelectRing").gameObject;
}
protected virtual void Update()
......@@ -47,7 +55,7 @@ public abstract class PlayableCharacter : Actor
}
vertices[360] = vertices[0];
lr.SetPositions(vertices);
shotRangeRenderer.SetPositions(vertices);
}
}
......@@ -55,7 +63,7 @@ public abstract class PlayableCharacter : Actor
public override void OnSelected()
{
isSelected = true;
lr.enabled = true;
shotRangeRenderer.enabled = true;
selectRing?.SetActive(true);
r = 0;
}
......@@ -63,7 +71,7 @@ public abstract class PlayableCharacter : Actor
public override void OnUnselected()
{
isSelected = false;
lr.enabled = false;
shotRangeRenderer.enabled = false;
selectRing?.SetActive(false);
}
......@@ -73,6 +81,11 @@ public abstract class PlayableCharacter : Actor
agent.MoveTo(destination);
}
public void DrawPath()
{
}
protected abstract void DefaultControl();
protected abstract void AimingControl();
}
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
#if UNITY_EDITOR
[CustomEditor(typeof(Enemy))]
public class EnemyEditor : Editor
{
private Enemy enemy;
private void OnEnable()
{
enemy = (Enemy)target;
}
private void OnSceneGUI()
{
for (int i = 0; i < enemy.RoamingPath.Count; i++)
{
EditorGUI.BeginChangeCheck();
Vector3 newPosition = Handles.FreeMoveHandle(enemy.RoamingPath[i], Quaternion.identity, 1f, Vector3.one, Handles.CircleHandleCap);
if (EditorGUI.EndChangeCheck())
{
enemy.RoamingPath[i] = newPosition;
}
}
SceneView.RepaintAll();
}
}
#endif
\ No newline at end of file
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......@@ -17,7 +17,12 @@ namespace BS {
private Rigidbody2D rb;
public bool isGizmos = true;
public bool isDrawingPath = false;
[SerializeField]
private LineRenderer pathRenderer;
public bool isGizmos = true;
private void OnDrawGizmos()
{
......@@ -45,7 +50,13 @@ namespace BS {
rb = GetComponent<Rigidbody2D>();
}
public void MoveTo(Vector3 destination)
private void Update()
{
if (isDrawingPath)
DrawPath();
}
public void MoveTo(Vector3 destination)
{
this.destination = destination;
//path = pathFinder.GetPathGreedy(transform.position, destination);
......@@ -69,9 +80,14 @@ namespace BS {
this.path = newPath;
}
public void Move(Vector2 direction)
public void DrawPath()
{
pathRenderer.positionCount = path.Count + 1;
pathRenderer.SetPosition(0, transform.position);
for (int i = 0; i < path.Count; i++)
{
pathRenderer.SetPosition(i + 1, path[i]);
}
}
private void FixedUpdate()
......
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