IntersectionPresetEditor.cs 6.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using Routes;
  4. using TrafficSimulation;
  5. using UniRx.Triggers;
  6. using UnityEditor;
  7. using UnityEngine;
  8. [CustomEditor(typeof(IntersectionPreset))]
  9. public class IntersectionPresetEditor : Editor
  10. {
  11. private bool setPosition;
  12. private IntersectionPreset preset;
  13. private void OnEnable()
  14. {
  15. this.preset = (IntersectionPreset) target;
  16. }
  17. public override void OnInspectorGUI()
  18. {
  19. EditorGUILayout.LabelField("Traffic System");
  20. EditorGUILayout.Space();
  21. EditorGUILayout.PropertyField(serializedObject.FindProperty("trafficSystem"));
  22. EditorGUILayout.PropertyField(serializedObject.FindProperty("intersection"));
  23. EditorGUILayout.Space();
  24. EditorGUILayout.LabelField("Car Items");
  25. EditorGUILayout.Space();
  26. EditorGUILayout.PropertyField(serializedObject.FindProperty("cars"));
  27. EditorGUILayout.PropertyField(serializedObject.FindProperty("carSpawner"));
  28. EditorGUILayout.PropertyField(serializedObject.FindProperty("carPool"));
  29. EditorGUILayout.Space();
  30. EditorGUILayout.LabelField("Trigger");
  31. EditorGUILayout.Space();
  32. EditorGUILayout.PropertyField(serializedObject.FindProperty("triggerIn"));
  33. EditorGUILayout.PropertyField(serializedObject.FindProperty("triggerOut"));
  34. EditorGUILayout.Space();
  35. EditorGUILayout.LabelField("Experiment Data");
  36. EditorGUILayout.Space();
  37. EditorGUILayout.PropertyField(serializedObject.FindProperty("number"));
  38. EditorGUILayout.PropertyField(serializedObject.FindProperty("condition"));
  39. EditorGUILayout.Space();
  40. EditorGUILayout.LabelField("Position Trigger");
  41. EditorGUILayout.Space();
  42. if (GUILayout.Button("Reset Position", GUILayout.Width(128)))
  43. {
  44. ResetPosition();
  45. }
  46. if (GUILayout.Button("Position Spawns", GUILayout.Width(128)))
  47. {
  48. PositionSpawns();
  49. }
  50. if (GUILayout.Button("Trigger IN Right", GUILayout.Width(128)))
  51. {
  52. SetTrigger("in","r");
  53. }
  54. if (GUILayout.Button("Trigger IN Down", GUILayout.Width(128)))
  55. {
  56. SetTrigger("in","d");
  57. }
  58. if (GUILayout.Button("Trigger IN Top", GUILayout.Width(128)))
  59. {
  60. SetTrigger("in","t");
  61. }
  62. if (GUILayout.Button("Trigger IN Left", GUILayout.Width(128)))
  63. {
  64. SetTrigger("in","l");
  65. }
  66. if (GUILayout.Button("Trigger OUT Right", GUILayout.Width(128)))
  67. {
  68. SetTrigger("out","r");
  69. }
  70. if (GUILayout.Button("Trigger OUT Down", GUILayout.Width(128)))
  71. {
  72. SetTrigger("out","d");
  73. }
  74. if (GUILayout.Button("Trigger OUT Top", GUILayout.Width(128)))
  75. {
  76. SetTrigger("out","t");
  77. }
  78. if (GUILayout.Button("Trigger OUT Left", GUILayout.Width(128)))
  79. {
  80. SetTrigger("out","l");
  81. }
  82. }
  83. private void PositionSpawns()
  84. {
  85. SpawnWatcher[] spawns = this.preset.GetComponentsInChildren<SpawnWatcher>();
  86. if (spawns.Length == 4)
  87. {
  88. //right
  89. spawns[0].gameObject.transform.localPosition =
  90. new Vector3(2.5f, spawns[0].gameObject.transform.localPosition.y, -50.0f);
  91. spawns[0].gameObject.transform.eulerAngles = new Vector3(0, 0);
  92. //left
  93. spawns[1].gameObject.transform.localPosition =
  94. new Vector3(-1.5f, spawns[1].gameObject.transform.localPosition.y, 50.0f);
  95. spawns[1].gameObject.transform.eulerAngles = new Vector3(0, 180);
  96. //top
  97. spawns[2].gameObject.transform.localPosition =
  98. new Vector3(50f, spawns[2].gameObject.transform.localPosition.y, 3.5f);
  99. spawns[2].gameObject.transform.eulerAngles = new Vector3(0, -90);
  100. //down
  101. spawns[3].gameObject.transform.localPosition =
  102. new Vector3(-50f, spawns[3].gameObject.transform.localPosition.y, -1.5f);
  103. spawns[3].gameObject.transform.eulerAngles = new Vector3(0, 90);
  104. }
  105. }
  106. private void ResetPosition()
  107. {
  108. Vector3 intersectionPosition = this.preset.intersection.transform.position;
  109. this.preset.transform.position = intersectionPosition;
  110. Transform[] childTransforms = this.preset.GetComponentsInChildren<Transform>();
  111. foreach (Transform child in childTransforms)
  112. {
  113. Debug.Log("Child found");
  114. if (child.gameObject == this.preset.gameObject)
  115. {
  116. continue;
  117. }
  118. child.localPosition = new Vector3(child.localPosition.x,0.5f,child.localPosition.z);
  119. }
  120. this.preset.GetComponentInChildren<CarSituationSpawner>().transform.position = intersectionPosition;
  121. }
  122. private void SetTrigger(String trigger, String direction)
  123. {
  124. PresetTrigger[] triggers = this.preset.GetComponentsInChildren<PresetTrigger>();
  125. Transform triggerTransform = null;
  126. if (trigger == "out")
  127. {
  128. //REQUIRES that the out trigger is the second element! not clean i know
  129. triggerTransform = triggers[1].gameObject.transform;
  130. }else if (trigger == "in")
  131. {
  132. triggerTransform = triggers[0].gameObject.transform;
  133. }
  134. if (triggerTransform == null)
  135. {
  136. Debug.Log("No trigger set. cant edit position");
  137. return;
  138. }
  139. Debug.Log("change Gameobject:" + triggerTransform.gameObject.name);
  140. switch (direction)
  141. {
  142. case "l":
  143. triggerTransform.localPosition = new Vector3(-100.0f, triggerTransform.localPosition.y, 7.4f);
  144. triggerTransform.eulerAngles = new Vector3(0, 0);
  145. break;
  146. case "r":
  147. triggerTransform.localPosition = new Vector3(100.0f, triggerTransform.localPosition.y, 7.4f);
  148. triggerTransform.eulerAngles = new Vector3(0, 0);
  149. break;
  150. case "d":
  151. triggerTransform.localPosition = new Vector3(7.4f, triggerTransform.localPosition.y, -100.0f);
  152. triggerTransform.eulerAngles = new Vector3(0, 90);
  153. break;
  154. case "t":
  155. triggerTransform.localPosition = new Vector3(7.4f, triggerTransform.localPosition.y, 100.0f);
  156. triggerTransform.eulerAngles = new Vector3(0, 90);
  157. break;
  158. }
  159. }
  160. }