This commit is contained in:
高国正 2023-08-02 17:44:34 +08:00
parent 7151bdf46b
commit 4ec3c73d14
608 changed files with 129004 additions and 27558 deletions

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________________________________________________________________________________________
Ultimate Rope Editor
Copyright © 2015 Ultimate Game Tools
http://www.ultimategametools.com
info@ultimategametools.com
________________________________________________________________________________________
Version 1.18
________________________________________________________________________________________
Introduction
The Ultimate Rope Editor is a powerful tool to add rope based physics to your games.
It can generate procedural ropes and also apply rope physics to your existing meshes.
The editor is fully what-you-see-is-what-you-get, physics included, because everything
can be created and configured using the Unity Editor in play mode.
As there is no need to stop and re-run to see the changes, setting everything up becomes
a much faster process. The rope editor allows each rope state to persist when exiting
from the play mode, this is extremely useful when keeping the current state to finish
editing later or to make it to to the actual game.
________________________________________________________________________________________
Requirements
Works on Unity 3.5, 4.x and 5
Compatible with all platforms
________________________________________________________________________________________
Help
For up to date help: http://www.ultimategametools.com/products/rope_editor/help
For additional support contact us at http://www.ultimategametools.com/contact or by
e-mail at info@ultimategametools.com
________________________________________________________________________________________
Version history
v1.18 - 14/05/2015:
[FIX] Fixed bug causing the following error to pop up on the console at runtime:
MissingReferenceException: The object of type 'SkinnedMeshRenderer' has been
destroyed but you are still trying to access it.
v1.17 - 05/03/2015:
[NEW] Added full Unity 5 compatibility.
v1.16 - 27/10/2014:
[DEL] Removed UltimateRope.cs.bak which was included by accident in v1.15 (26/10/2014).
v1.15 - 26/10/2014:
[NEW] Added rope prefab instancing support through the new "Enable Prefab Usage"
parameter.
[FIX] Fixed a bug that made breakable ropes snap when the last link was reached.
v1.14 - 29/12/2013:
[FIX] Changed scripts to remove the following deprecated warning:
"UnityEngine.Transform.GetChildCount() is obsolete, use Transform.childCount
instead"
v1.13 - 22/10/2013:
[NEW] Improved collision performance on extensible ropes (extensible links now have
their colliders disabled).
[FIX] Extensible ropes can now also be breakable.
[FIX] Fixed parenting issues on the first and last node of each rope segment.
[FIX] "Send Rope Events" no more locks the parameters in the rope segments section.
v1.12 - 14/09/2013:
[FIX] Changed + and - numeric pad keys to i and o for Mac compatibility in the sample
scenes.
[FIX] Removed warning messages on Unity 4.x complaining about deprecated method
SetActiveRecursively() (version 1.11 did only work on 4.0).
v1.11 - 13/06/2013:
[FIX] Fixed bug that caused error messages when a rope was extensible but without coil.
[FIX] Removed warning messages on Unity 4.x complaining about deprecated method
SetActiveRecursively().
v1.10 - 29/03/2013:
[NEW] Added the new "Convert to static mesh" button that will make the rope static.
This is useful when you want to use the editor to model a rope but will remain
static in the game. This way it benefits of better performance and the possibility
to have lightmaps and exact fitting mesh colliders.
[NEW] Added new parameter "Lock Start/End ZAxis" to procedural ropes.
This parameter will force each first link of a segment to exit in the direction
of the start node Z axis and the last link of a segment to enter in the direction
of the ending node Z axis. Also, both links will be fixed and won't move.
This will help in some cases where you don't want the rope to exit bent down due
do to gravity or ending the same way.
[NEW] Links can now be changed to kinematic through the rigidbody component and that
information will be also be stored when "persist after playmode" is activated.
Rope regeneration (through "reset rope" or by forcing it to regenerate changing
some parameters) will remove this information though.
[NEW] Tangents are now also created when building the procedural rope mesh. Tangents
are needed for many advanced shaders.
[FIX] Fixed bug that caused UltimateRope.Regenerate() to create joints incorrectly when
executed at runtime.
[FIX] Fixed bug that caused coils to be generated incorrectly at start.
V1.00 - 18/02/2013:
[---] Initial release

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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor(typeof(UltimateRope))]
public class UltimateRopeEditor : Editor
{
SerializedProperty PropRopeType;
SerializedProperty PropRopeStart;
SerializedProperty PropRopeLayer;
SerializedProperty PropRopePhysicsMaterial;
SerializedProperty PropRopeDiameter;
SerializedProperty PropRopeDiameterScaleX;
SerializedProperty PropRopeDiameterScaleY;
SerializedProperty PropRopeSegmentSides;
SerializedProperty PropRopeMaterial;
SerializedProperty PropRopeSectionMaterial;
SerializedProperty PropIsExtensible;
SerializedProperty PropExtensibleLength;
SerializedProperty PropHasACoil;
SerializedProperty PropCoilObject;
SerializedProperty PropCoilAxisRight;
SerializedProperty PropCoilAxisUp;
SerializedProperty PropCoilWidth;
SerializedProperty PropCoilDiameter;
SerializedProperty PropCoilNumBones;
SerializedProperty PropLinkObject;
SerializedProperty PropLinkAxis;
SerializedProperty PropLinkOffsetObject;
SerializedProperty PropLinkTwistAngleStart;
SerializedProperty PropLinkTwistAngleIncrement;
SerializedProperty PropBoneFirst;
SerializedProperty PropBoneLast;
SerializedProperty PropBoneListNamesStatic;
SerializedProperty PropBoneListNamesNoColliders;
SerializedProperty PropBoneAxis;
SerializedProperty PropBoneColliderType;
SerializedProperty PropBoneColliderDiameter;
SerializedProperty PropBoneColliderSkip;
SerializedProperty PropBoneColliderLength;
SerializedProperty PropBoneColliderOffset;
SerializedProperty PropLinkMass;
SerializedProperty PropLinkSolverIterationCount;
SerializedProperty PropLinkJointAngularXLimit;
SerializedProperty PropLinkJointAngularYLimit;
SerializedProperty PropLinkJointAngularZLimit;
SerializedProperty PropLinkJointSpringValue;
SerializedProperty PropLinkJointDamperValue;
SerializedProperty PropLinkJointMaxForceValue;
SerializedProperty PropLinkJointBreakForce;
SerializedProperty PropLinkJointBreakTorque;
SerializedProperty PropLockStartEndInZAxis;
SerializedProperty PropSendEvents;
SerializedProperty PropEventsObjectReceiver;
SerializedProperty PropOnBreakMethodName;
SerializedProperty PropPersistAfterPlayMode;
SerializedProperty PropEnablePrefabUsage;
// SerializedProperty PropAutoRegenerate;
[MenuItem("GameObject/Create Other/Ultimate Game Tools/Rope")]
static void CreateRope()
{
GameObject rope = new GameObject();
rope.name = "Rope";
rope.transform.position = Vector3.zero;
rope.AddComponent<Rigidbody>();
rope.GetComponent<Rigidbody>().isKinematic = true;
rope.AddComponent<UltimateRope>();
Selection.activeGameObject = rope;
}
void OnEnable()
{
PropRopeType = serializedObject.FindProperty("RopeType");
PropRopeStart = serializedObject.FindProperty("RopeStart");
PropRopeLayer = serializedObject.FindProperty("RopeLayer");
PropRopePhysicsMaterial = serializedObject.FindProperty("RopePhysicsMaterial");
PropRopeDiameter = serializedObject.FindProperty("RopeDiameter");
PropRopeDiameterScaleX = serializedObject.FindProperty("RopeDiameterScaleX");
PropRopeDiameterScaleY = serializedObject.FindProperty("RopeDiameterScaleY");
PropRopeSegmentSides = serializedObject.FindProperty("RopeSegmentSides");
PropRopeMaterial = serializedObject.FindProperty("RopeMaterial");
PropRopeSectionMaterial = serializedObject.FindProperty("RopeSectionMaterial");
PropIsExtensible = serializedObject.FindProperty("IsExtensible");
PropExtensibleLength = serializedObject.FindProperty("ExtensibleLength");
PropHasACoil = serializedObject.FindProperty("HasACoil");
PropCoilObject = serializedObject.FindProperty("CoilObject");
PropCoilAxisRight = serializedObject.FindProperty("CoilAxisRight");
PropCoilAxisUp = serializedObject.FindProperty("CoilAxisUp");
PropCoilWidth = serializedObject.FindProperty("CoilWidth");
PropCoilDiameter = serializedObject.FindProperty("CoilDiameter");
PropCoilNumBones = serializedObject.FindProperty("CoilNumBones");
PropLinkObject = serializedObject.FindProperty("LinkObject");
PropLinkAxis = serializedObject.FindProperty("LinkAxis");
PropLinkOffsetObject = serializedObject.FindProperty("LinkOffsetObject");
PropLinkTwistAngleStart = serializedObject.FindProperty("LinkTwistAngleStart");
PropLinkTwistAngleIncrement = serializedObject.FindProperty("LinkTwistAngleIncrement");
PropBoneFirst = serializedObject.FindProperty("BoneFirst");
PropBoneLast = serializedObject.FindProperty("BoneLast");
PropBoneListNamesStatic = serializedObject.FindProperty("BoneListNamesStatic");
PropBoneListNamesNoColliders = serializedObject.FindProperty("BoneListNamesNoColliders");
PropBoneAxis = serializedObject.FindProperty("BoneAxis");
PropBoneColliderType = serializedObject.FindProperty("BoneColliderType");
PropBoneColliderDiameter = serializedObject.FindProperty("BoneColliderDiameter");
PropBoneColliderSkip = serializedObject.FindProperty("BoneColliderSkip");
PropBoneColliderLength = serializedObject.FindProperty("BoneColliderLength");
PropBoneColliderOffset = serializedObject.FindProperty("BoneColliderOffset");
PropLinkMass = serializedObject.FindProperty("LinkMass");
PropLinkSolverIterationCount = serializedObject.FindProperty("LinkSolverIterationCount");
PropLinkJointAngularXLimit = serializedObject.FindProperty("LinkJointAngularXLimit");
PropLinkJointAngularYLimit = serializedObject.FindProperty("LinkJointAngularYLimit");
PropLinkJointAngularZLimit = serializedObject.FindProperty("LinkJointAngularZLimit");
PropLinkJointSpringValue = serializedObject.FindProperty("LinkJointSpringValue");
PropLinkJointDamperValue = serializedObject.FindProperty("LinkJointDamperValue");
PropLinkJointMaxForceValue = serializedObject.FindProperty("LinkJointMaxForceValue");
PropLinkJointBreakForce = serializedObject.FindProperty("LinkJointBreakForce");
PropLinkJointBreakTorque = serializedObject.FindProperty("LinkJointBreakTorque");
PropLockStartEndInZAxis = serializedObject.FindProperty("LockStartEndInZAxis");
PropSendEvents = serializedObject.FindProperty("SendEvents");
PropEventsObjectReceiver = serializedObject.FindProperty("EventsObjectReceiver");
PropOnBreakMethodName = serializedObject.FindProperty("OnBreakMethodName");
PropPersistAfterPlayMode = serializedObject.FindProperty("PersistAfterPlayMode");
PropEnablePrefabUsage = serializedObject.FindProperty("EnablePrefabUsage");
// PropAutoRegenerate = serializedObject.FindProperty("AutoRegenerate");
}
public override void OnInspectorGUI()
{
Vector4 v4GUIColor = GUI.contentColor;
// Update the serializedProperty - always do this in the beginning of OnInspectorGUI.
serializedObject.Update();
// Show the custom GUI controls
bool bResetNodePositions = false;
bool bDeleteRope = false;
bool bRegenerateRope = false;
bool bMakeStatic = false;
bool bChangeRopeDiameter = false;
bool bChangeRopeSegmentSides = false;
bool bSetupRopeLinks = false;
bool bRecomputeCoil = false;
bool bSetupRopeJoints = false;
bool bSetupRopeMaterials = false;
UltimateRope rope = target as UltimateRope;
bool bIsRopeBreakable = rope.LinkJointBreakForce != Mathf.Infinity || rope.LinkJointBreakTorque != Mathf.Infinity;
EditorGUILayout.HelpBox(rope.Status == null ? "No status" : rope.Status, rope.IsLastStatusError() ? MessageType.Error : MessageType.Info);
EditorGUI.BeginChangeCheck();
PropRopeLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Rope Layer", "Set to a layer for either graphics or collision filtering"), PropRopeLayer.intValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUI.BeginChangeCheck();
PropRopePhysicsMaterial.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Rope Physic Material", "Physic material assigned to the rope"), PropRopePhysicsMaterial.objectReferenceValue, typeof(PhysicMaterial), false);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropRopeType, new GUIContent("Rope Type", "The type of rope to generate"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
if(PropRopeType.enumNames[PropRopeType.enumValueIndex] == UltimateRope.ERopeType.Procedural.ToString())
{
EditorGUI.BeginChangeCheck();
GUI.contentColor = PropRopeStart.objectReferenceValue == null ? Color.red : GUI.contentColor;
PropRopeStart.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Rope Start", "GameObject where the rope starts"), PropRopeStart.objectReferenceValue, typeof(GameObject), true);
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropRopeDiameter.floatValue = EditorGUILayout.FloatField(new GUIContent("Rope Diameter", "Rope's section diameter"), PropRopeDiameter.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bChangeRopeDiameter = true;
if(rope.FirstNodeIsCoil())
{
bRecomputeCoil = true;
}
}
EditorGUI.BeginChangeCheck();
PropRopeDiameterScaleX.floatValue = EditorGUILayout.FloatField(new GUIContent("Diameter ScaleX", "Rope's section diameter x scale. Allows for non circular sections."), PropRopeDiameterScaleX.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bChangeRopeDiameter = true;
}
EditorGUI.BeginChangeCheck();
PropRopeDiameterScaleY.floatValue = EditorGUILayout.FloatField(new GUIContent("Diameter ScaleY", "Rope's section diameter y scale. Allows for non circular sections."), PropRopeDiameterScaleY.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bChangeRopeDiameter = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.IntSlider(PropRopeSegmentSides, 3, 128, new GUIContent("Rope Sides", "Set to larger values for rounder rope"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bChangeRopeSegmentSides = true;
}
EditorGUI.BeginChangeCheck();
PropRopeMaterial.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Rope Material", "Material assigned to the rope mesh"), PropRopeMaterial.objectReferenceValue, typeof(Material), false);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeMaterials = true;
}
EditorGUI.BeginChangeCheck();
PropRopeSectionMaterial.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Rope Section Material", "Material assigned to the caps and also the inside section of a rope mesh when it breaks"), PropRopeSectionMaterial.objectReferenceValue, typeof(Material), false);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeMaterials = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropEnablePrefabUsage, new GUIContent("Enable Prefab Usage", "Will save the rope procedural mesh to an asset file on disk. Use this if you want to add this object to a prefab, otherwise the mesh won't be instanced properly."), GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && PropEnablePrefabUsage.boolValue)
{
rope.m_strAssetFile = UnityEditor.EditorUtility.SaveFilePanelInProject("Save mesh asset", "mesh_" + rope.name + this.GetInstanceID().ToString() + ".asset", "asset", "Please enter a file name to save the mesh asset to");
if(rope.GetComponent<SkinnedMeshRenderer>() != null)
{
if(rope.GetComponent<SkinnedMeshRenderer>().sharedMesh != null)
{
UnityEditor.AssetDatabase.CreateAsset(rope.GetComponent<SkinnedMeshRenderer>().sharedMesh, rope.m_strAssetFile);
UnityEditor.AssetDatabase.ImportAsset(rope.m_strAssetFile);
UnityEditor.AssetDatabase.Refresh();
}
}
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropIsExtensible, new GUIContent("Is Extensible", "Adds the ability to extend the rope's end through scripting"), GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
if(PropIsExtensible.boolValue)
{
EditorGUI.BeginChangeCheck();
PropExtensibleLength.floatValue = EditorGUILayout.FloatField(new GUIContent("Extensible Length", "The additional rope length that can be extended through scripting."), PropExtensibleLength.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropHasACoil, new GUIContent("Has a Coil", "Adds a coil to the extensible rope that can simulate visually from where it is being extended"), GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
if(PropHasACoil.boolValue)
{
EditorGUI.BeginChangeCheck();
GUI.contentColor = PropCoilObject.objectReferenceValue == null ? Color.red : GUI.contentColor;
PropCoilObject.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Coil Object", "Object around which the coil is placed"), PropCoilObject.objectReferenceValue, typeof(GameObject), true);
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropCoilAxisRight, new GUIContent("Coil Axis Right", "The local axis along which the coil is going to twist"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropCoilAxisUp, new GUIContent("Coil Axis Up", "The local coil object's axis that looks up"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropCoilWidth.floatValue = EditorGUILayout.FloatField(new GUIContent("Coil Width", "The width of the coil"), PropCoilWidth.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropCoilDiameter.floatValue = EditorGUILayout.FloatField(new GUIContent("Coil Diameter", "The diameter of the coil"), PropCoilDiameter.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropCoilNumBones.intValue = EditorGUILayout.IntField(new GUIContent("Coil Bone Count", "The number of bones to use to create the coil"), PropCoilNumBones.intValue, GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
}
}
}
else if(PropRopeType.enumNames[PropRopeType.enumValueIndex] == UltimateRope.ERopeType.LinkedObjects.ToString())
{
EditorGUI.BeginChangeCheck();
GUI.contentColor = PropRopeStart.objectReferenceValue == null ? Color.red : GUI.contentColor;
PropRopeStart.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Rope Start", "GameObject where the rope starts"), PropRopeStart.objectReferenceValue, typeof(GameObject), true);
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
GUI.contentColor = PropLinkObject.objectReferenceValue == null ? Color.red : GUI.contentColor;
PropLinkObject.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Link Object", "GameObject to be used as link"), PropLinkObject.objectReferenceValue, typeof(GameObject), true);
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropLinkAxis, new GUIContent("Link Axis", "The local axis along which the link object is placed"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.Slider(PropLinkOffsetObject, -1.0f, 1.0f, new GUIContent("Object Offset", "Offset of each link along its placement axis"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropLinkTwistAngleStart.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Twist Start", "Start twist angle in degrees"), PropLinkTwistAngleStart.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropLinkTwistAngleIncrement.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Twist Increment", "Increment applied to each link to the twist angle in degrees"), PropLinkTwistAngleIncrement.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
}
else if(PropRopeType.enumNames[PropRopeType.enumValueIndex] == UltimateRope.ERopeType.ImportBones.ToString())
{
EditorGUI.BeginChangeCheck();
GUI.contentColor = PropBoneFirst.objectReferenceValue == null ? Color.red : GUI.contentColor;
PropBoneFirst.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("First Bone", "Start rope bone"), PropBoneFirst.objectReferenceValue, typeof(GameObject), true);
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
GUI.contentColor = PropBoneLast.objectReferenceValue == null ? Color.red : GUI.contentColor;
PropBoneLast.objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent("Last Bone", "End rope bone"), PropBoneLast.objectReferenceValue, typeof(GameObject), true);
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropBoneListNamesStatic.stringValue = EditorGUILayout.TextField(new GUIContent("Static Bone List", "Comma-separated indices of the bones that will be position-locked and thus not having rope physics. Ranges are also valid like this example: 0, 1, 3-6, 10"), PropBoneListNamesStatic.stringValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
PropBoneListNamesNoColliders.stringValue = EditorGUILayout.TextField(new GUIContent("Ignore Bone Collider List", "Comma-separated indices of the bones that will NOT have a collider. Ranges are also valid like this example: 0, 1, 3-6, 10"), PropBoneListNamesNoColliders.stringValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropBoneAxis, new GUIContent("Bone Axis", "The local axis along which the bones are placed"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropBoneColliderType, new GUIContent("Bone Collider Type", "The type of collider to generate for the bones"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
if(PropBoneColliderType.enumNames[PropBoneColliderType.enumValueIndex] != UltimateRope.EColliderType.None.ToString())
{
EditorGUI.BeginChangeCheck();
PropBoneColliderDiameter.floatValue = EditorGUILayout.FloatField(new GUIContent("Bone Collider Diameter", "Rope's section diameter"), PropBoneColliderDiameter.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.IntSlider(PropBoneColliderSkip, 0, 10, new GUIContent("Bone Collider Skip", "Skips collider generation each n links to avoid undesired inter-link collisions and/or speed up collision physics"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.Slider(PropBoneColliderLength, 0.01f, 5.0f, new GUIContent("Bone Collider Length", "Adjusts the bone collider length"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.Slider(PropBoneColliderOffset, -1.0f, 1.0f, new GUIContent("Bone Collider Offset", "Adjusts the bone collider position offset"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
}
}
EditorGUILayout.Space();
int nUp = -1;
int nDown = -1;
int nAdd = -1;
int nDel = -1;
bool bHasRopeNodes = false;
if(rope.RopeNodes != null)
{
if(rope.RopeNodes.Count != 0)
{
bHasRopeNodes = true;
}
}
if(bHasRopeNodes == false)
{
rope.RopeNodes = new List<UltimateRope.RopeNode>();
rope.RopeNodes.Add(new UltimateRope.RopeNode());
if(rope.AutoRegenerate)
{
bRegenerateRope = true;
}
}
if(PropRopeType.enumNames[PropRopeType.enumValueIndex] == UltimateRope.ERopeType.Procedural.ToString() || PropRopeType.enumNames[PropRopeType.enumValueIndex] == UltimateRope.ERopeType.LinkedObjects.ToString())
{
for(int nNode = 0; nNode < rope.RopeNodes.Count; nNode++)
{
if(rope.RopeNodes[nNode].bIsCoil == false)
{
rope.RopeNodes[nNode].bFold = EditorGUILayout.Foldout(rope.RopeNodes[nNode].bFold, "Rope segment " + nNode);
if(rope.RopeNodes[nNode].bFold)
{
int nButtonWidth = 60;
bool bUpEnabled = rope.FirstNodeIsCoil() ? nNode > 1 : nNode > 0;
bool bDownEnabled = nNode < rope.RopeNodes.Count - 1;
bool bDelEnabled = rope.FirstNodeIsCoil() ? rope.RopeNodes.Count > 2 : rope.RopeNodes.Count > 1;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("", GUILayout.Width(40));
GUI.enabled = bUpEnabled;
if(GUILayout.Button(new GUIContent("Up"), GUILayout.Width(nButtonWidth))) { nUp = nNode; }
GUI.enabled = bDownEnabled;
if(GUILayout.Button(new GUIContent("Down"), GUILayout.Width(nButtonWidth))) { nDown = nNode; }
GUI.enabled = true;
if(GUILayout.Button(new GUIContent("Add"), GUILayout.Width(nButtonWidth))) { nAdd = nNode; }
GUI.enabled = bDelEnabled;
if(GUILayout.Button(new GUIContent("Del"), GUILayout.Width(nButtonWidth))) { nDel = nNode; }
GUI.enabled = true;
EditorGUILayout.EndHorizontal();
EditorGUI.BeginChangeCheck();
GUI.contentColor = rope.RopeNodes[nNode].goNode == null ? Color.red : GUI.contentColor;
rope.RopeNodes[nNode].goNode = EditorGUILayout.ObjectField(new GUIContent(" Segment End", "GameObject where the rope segment ends"), rope.RopeNodes[nNode].goNode, typeof(GameObject), true, GUILayout.ExpandWidth(true)) as GameObject;
GUI.contentColor = v4GUIColor;
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
rope.RopeNodes[nNode].fLength = EditorGUILayout.FloatField(new GUIContent(" Length", "Length of the rope segment"), rope.RopeNodes[nNode].fLength, GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
rope.RopeNodes[nNode].nNumLinks = EditorGUILayout.IntField(new GUIContent(" Num Links", "The number of links to use to simulate the rope segment."), rope.RopeNodes[nNode].nNumLinks, GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
EditorGUI.BeginChangeCheck();
rope.RopeNodes[nNode].eColliderType = (UltimateRope.EColliderType)EditorGUILayout.EnumPopup(new GUIContent(" Collider Type", "The type of collider to generate for the links, or no colliders"), rope.RopeNodes[nNode].eColliderType, GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
if(rope.RopeNodes[nNode].eColliderType != UltimateRope.EColliderType.None)
{
EditorGUI.BeginChangeCheck();
rope.RopeNodes[nNode].nColliderSkip = EditorGUILayout.IntSlider(new GUIContent(" Link Collider Skip", "Skips collider generation each n links to avoid undesired inter-link collisions and/or speed up collision physics"), rope.RopeNodes[nNode].nColliderSkip, 0, 10);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
}
}
}
}
if(nUp != -1)
{
rope.MoveNodeUp(nUp);
if(rope.AutoRegenerate) bRegenerateRope = true;
}
else if(nDown != -1)
{
rope.MoveNodeDown(nDown);
if(rope.AutoRegenerate) bRegenerateRope = true;
}
else if(nAdd != -1)
{
rope.CreateNewNode(nAdd);
if(rope.AutoRegenerate) bRegenerateRope = true;
}
else if(nDel != -1)
{
rope.RemoveNode(nDel);
if(rope.AutoRegenerate) bRegenerateRope = true;
}
EditorGUILayout.Space();
}
EditorGUI.BeginChangeCheck();
PropLinkMass.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Mass", "Mass assigned to each link"), PropLinkMass.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.IntSlider(PropLinkSolverIterationCount, 1, 255, new GUIContent("Link Solver Iterations", "Set to larger values for more physic steps at the cost of more computational power"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeLinks = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.Slider(PropLinkJointAngularXLimit, 0.0f, 180.0f, new GUIContent("Link Joint Angular X Limit", "Angular limit for link joints in the x asis"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.Slider(PropLinkJointAngularYLimit, 0.0f, 180.0f, new GUIContent("Link Joint Angular Y Limit", "Angular limit for link joints in the y asis"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.Slider(PropLinkJointAngularZLimit, 0.0f, 180.0f, new GUIContent("Link Joint Angular Z Limit", "Angular limit for link joints in the z asis"));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
PropLinkJointSpringValue.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Joint Spring", "Spring value assigned to each link joint"), PropLinkJointSpringValue.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
PropLinkJointDamperValue.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Joint Damper", "Damper value assigned to each link joint"), PropLinkJointDamperValue.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
PropLinkJointMaxForceValue.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Joint Max Force", "Max Force value assigned to each link joint"), PropLinkJointMaxForceValue.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
PropLinkJointBreakForce.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Joint Break Force", "Force needed to break a link joint (Infinity for non breakable)"), PropLinkJointBreakForce.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
EditorGUI.BeginChangeCheck();
PropLinkJointBreakTorque.floatValue = EditorGUILayout.FloatField(new GUIContent("Link Joint Break Torque", "Torque needed to break a link joint (Infinity for non breakable)"), PropLinkJointBreakTorque.floatValue);
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bSetupRopeJoints = true;
}
bool bIsRopeBreakableNow = PropLinkJointBreakTorque.floatValue != Mathf.Infinity || PropLinkJointBreakForce.floatValue != Mathf.Infinity;
if(bIsRopeBreakable != bIsRopeBreakableNow)
{
bChangeRopeSegmentSides = true; // Changing rope segment sides forces a new mesh
}
if(PropRopeType.enumNames[PropRopeType.enumValueIndex] == UltimateRope.ERopeType.Procedural.ToString())
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropLockStartEndInZAxis, new GUIContent("Lock Start/End ZAxis", "For each segment, makes the first link and last link to mantain fixed position (they will be aligned in the Z-Axis of each start/end node)"), GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && rope.AutoRegenerate)
{
bRegenerateRope = true;
}
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(PropSendEvents, new GUIContent("Send Rope Events", "Send event messages?"), GUILayout.ExpandWidth(true));
if(PropSendEvents.boolValue)
{
EditorGUILayout.PropertyField(PropEventsObjectReceiver, new GUIContent("Events Object Receiver", "GameObject whose methods will be called when events are triggered"), GUILayout.ExpandWidth(true));
EditorGUILayout.PropertyField(PropOnBreakMethodName, new GUIContent("Break Event Method", "Name of the method that will be called when a rope link breaks"), GUILayout.ExpandWidth(true));
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(PropPersistAfterPlayMode, new GUIContent("Persist after playmode", "Should the rope component keep its state after exiting playmode?"), GUILayout.ExpandWidth(true));
/*
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(PropAutoRegenerate, new GUIContent("Auto regenerate", "Should the rope be regenerated automatically after editor changes?"), GUILayout.ExpandWidth(true));
if(EditorGUI.EndChangeCheck() && PropAutoRegenerate.boolValue)
{
bRegenerateRope = true;
}
*/
EditorGUILayout.Space();
EditorGUILayout.BeginHorizontal();
if(GUILayout.Button(new GUIContent("Reset rope")))
{
bRegenerateRope = true;
bResetNodePositions = rope.HasDynamicSegmentNodes();
}
if(GUILayout.Button(new GUIContent("Delete rope")))
{
bDeleteRope = true;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
if(GUILayout.Button(new GUIContent("Convert to static mesh")))
{
bMakeStatic = true;
}
// Apply changes to the serializedProperty
serializedObject.ApplyModifiedProperties();
// Perform action at the end
if(bDeleteRope)
{
rope.DeleteRope();
}
if(bRegenerateRope)
{
rope.Regenerate(bResetNodePositions);
}
else
{
if(bChangeRopeDiameter)
{
rope.ChangeRopeDiameter(PropRopeDiameter.floatValue, PropRopeDiameterScaleX.floatValue, PropRopeDiameterScaleY.floatValue);
}
if(bChangeRopeSegmentSides)
{
rope.ChangeRopeSegmentSides(PropRopeSegmentSides.intValue);
}
if(bSetupRopeLinks)
{
rope.SetupRopeLinks();
}
if(bSetupRopeMaterials)
{
rope.SetupRopeMaterials();
}
if(bSetupRopeJoints)
{
rope.SetupRopeJoints();
}
if(bRecomputeCoil)
{
rope.RecomputeCoil();
}
}
if(bMakeStatic)
{
if(Application.isPlaying)
{
EditorUtility.DisplayDialog("Error", "Rope can't be made static from within the play mode, please use edit mode instead. Current rope state can be saved using the Persist After Playmode checkbox if needed.", "OK");
}
else if(EditorUtility.DisplayDialog("Are you sure?", "A new static GameObject will be created and the current will be hidden but not deleted in case the result is not satisfactory. To unhide it use the checkbox left to the name in the inspector.\nFor some ropes it will take some time to create the static object, since lightmapping coordinates will be computed if the object doesn't have them.", "Make static", "Cancel") == true)
{
string strStatus;
GameObject newObject = rope.BuildStaticMeshObject(out strStatus);
if(newObject == null)
{
EditorUtility.DisplayDialog("Error", strStatus, "OK");
}
else
{
UnityEditor.Selection.activeGameObject = newObject;
}
}
}
}
}

View File

@ -0,0 +1,10 @@
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