forked from kaka3286/RoadRunner
81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
using Gley.TrafficSystem.Internal;
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using Gley.UrbanSystem.Editor;
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using UnityEditor;
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using UnityEngine;
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namespace Gley.TrafficSystem.Editor
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{
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internal class DebugWindow : SetupWindowBase
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{
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DebugSettings _save;
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internal override SetupWindowBase Initialize(WindowProperties windowProperties, SettingsWindowBase window)
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{
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_save = DebugOptions.LoadOrCreateDebugSettings();
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return base.Initialize(windowProperties, window);
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}
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protected override void TopPart()
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{
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_save.debug = EditorGUILayout.Toggle("Debug Vehicle Actions", _save.debug);
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if (_save.debug == false)
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{
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_save.debugSpeed = false;
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}
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_save.debugSpeed = EditorGUILayout.Toggle("Debug Vehicle Speed", _save.debugSpeed);
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if (_save.debugSpeed == true)
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{
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_save.debug = true;
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}
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_save.debugIntersections = EditorGUILayout.Toggle("Debug Intersections", _save.debugIntersections);
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_save.debugWaypoints = EditorGUILayout.Toggle("Debug Waypoints", _save.debugWaypoints);
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_save.debugDisabledWaypoints = EditorGUILayout.Toggle("Disabled Waypoints", _save.debugDisabledWaypoints);
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_save.drawBodyForces = EditorGUILayout.Toggle("Draw Body Force", _save.drawBodyForces);
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_save.debugDensity = EditorGUILayout.Toggle("Debug Density", _save.debugDensity);
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_save.debugPathFinding = EditorGUILayout.Toggle("Debug Path Finding", _save.debugPathFinding);
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_save.DebugSpawnWaypoints = EditorGUILayout.Toggle("Spawn Waypoints", _save.DebugSpawnWaypoints);
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_save.DebugGiveWay = EditorGUILayout.Toggle("Debug Give Way", _save.DebugGiveWay);
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_save.DebugPlayModeWaypoints = EditorGUILayout.Toggle("Play Mode Waypoints", _save.DebugPlayModeWaypoints);
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if (_save.debugPathFinding == true)
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{
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_save.debug = true;
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}
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if (_save.DebugPlayModeWaypoints == true)
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{
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_save.ShowIndex = EditorGUILayout.Toggle("Show Index", _save.ShowIndex);
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_save.ShowPosition = EditorGUILayout.Toggle("Show Position", _save.ShowPosition);
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}
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base.TopPart();
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}
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protected override void ScrollPart(float width, float height)
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{
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base.ScrollPart(width, height);
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EditorGUILayout.Space();
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if (GUILayout.Button("Remove Unused Scene Objects"))
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{
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new VersionUpdater().DeleteSceneComponents();
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}
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EditorGUILayout.Space();
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if (GUILayout.Button("Remove Unused Project Scripts"))
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{
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new VersionUpdater().DeleteProjectScripts();
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}
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EditorGUILayout.Space();
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}
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internal override void DestroyWindow()
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{
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base.DestroyWindow();
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EditorUtility.SetDirty(_save);
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}
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}
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}
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