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NavMeshAreas.cs
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NavMeshAreas.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using System;
using System.Linq;
using System.IO;
using System.Text;
using System.Runtime.CompilerServices;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.AI
{
#region Auto-Generated Content
// NavMeshAgent uses AreaMask.
[Flags]
public enum NavMeshAreas
{
None = 0,
Walkable = 1, NotWalkable = 2, Jump = 4, Climb = 8, Blocked = 16, Hole = 32, Edge = 64, Fall = 128, New1 = 256, Stuff = 512,
All = ~0,
}
// NavMeshSurface, NavMeshLink, NavMeshModifierVolume, etc. use indexes.
public enum NavMeshAreaIndex
{
Walkable = 0, NotWalkable = 1, Jump = 2, Climb = 3, Blocked = 4, Hole = 5, Edge = 6, Fall = 7, New1 = 8, Stuff = 9,
}
#endregion
#if UNITY_EDITOR
/// <summary>
/// Auto-updates the <see cref="NavMeshAreas"/> enum in this file if it has changed, when scripts are compiled or assets saved.
/// </summary>
public static class NavMeshAreasGenerator
{
private const string IndexValuesToken = "#IndexValues";
private const string FlagValuesToken = "#FlagValues";
private const string HashSettingsKey = "NavMeshAreasHash";
private static void Update([CallerFilePath] string executingFilePath = "")
{
var areaNames = GameObjectUtility.GetNavMeshAreaNames();
var lastHash = EditorPrefs.GetInt(HashSettingsKey);
var newHash = GetAreaHash(areaNames);
if (newHash != lastHash)
{
Debug.Log($"{nameof(NavMeshAreas)} have changed, updating enum: '{executingFilePath}'");
GenerateFile(areaNames, newHash, executingFilePath);
}
}
private static int GetAreaHash(string[] areaNames)
{
var input = areaNames.Aggregate((a, b) => a + b);
var hash = 0;
foreach (var t in input)
hash = (hash << 5) + hash + t;
return hash;
}
private static void GenerateFile(string[] areaNames = default, int hash = 0, string outputPath = null)
{
if (areaNames == null)
areaNames = GameObjectUtility.GetNavMeshAreaNames();
if (hash == 0)
hash = GetAreaHash(areaNames);
var text = GetAreaEnumValuesAsText(ref areaNames, as_flags: true);
var newEnumText = FlagContentTemplate.Replace(FlagValuesToken, text);
var output = ReplaceEnumInFile(nameof(NavMeshAreas), File.ReadAllLines(outputPath), newEnumText);
text = GetAreaEnumValuesAsText(ref areaNames, as_flags: false);
newEnumText = IndexContentTemplate.Replace(IndexValuesToken, text);
output = ReplaceEnumInFile(nameof(NavMeshAreaIndex), output.Trim().Split(new[]{Environment.NewLine}, StringSplitOptions.None), newEnumText);
CreateScriptAssetWithContent(outputPath, string.Concat(output));
EditorPrefs.SetInt(HashSettingsKey, hash);
AssetDatabase.Refresh();
}
private static string GetAreaEnumValuesAsText(ref string[] areaNames, bool as_flags)
{
var increment = 0;
var output = new StringBuilder();
var seenKeys = new HashSet<string>();
foreach (var name in areaNames)
{
var enumKey = string.Concat(name.Where(char.IsLetterOrDigit));
var value = NavMesh.GetAreaFromName(name);
if (as_flags)
{
value = 1 << value;
}
output.Append(seenKeys.Contains(name)
? $"{(enumKey + increment++)} = {value}, "
: $"{enumKey} = {value}, ");
seenKeys.Add(enumKey);
}
return output.ToString();
}
private static readonly string FlagContentTemplate =
$@" public enum {nameof(NavMeshAreas)}
{{
None = 0,
{FlagValuesToken}
All = ~0,
}}
";
private static readonly string IndexContentTemplate =
$@" public enum {nameof(NavMeshAreaIndex)}
{{
{IndexValuesToken}
}}
";
private static int SkipToLineStartingWith(string pattern, string[] fileLines, int start_index, StringBuilder accumulated)
{
for (int i = start_index; i < fileLines.Length; i++)
{
string line = fileLines[i];
if (line.Trim().StartsWith(pattern))
{
return i;
}
else if (accumulated != null)
{
accumulated.AppendLine(line);
}
}
return -1;
}
private static string ReplaceEnumInFile(string enumName, string[] fileLines, string newEnum)
{
int enumStartLine = 0, enumEndLine = 0;
var result = new StringBuilder();
enumStartLine = SkipToLineStartingWith("public enum " + enumName, fileLines, 0, result);
if (enumStartLine > 0)
{
enumEndLine = SkipToLineStartingWith("}", fileLines, enumStartLine + 1, null);
result.Append(newEnum);
for (int i = enumEndLine + 1; i < fileLines.Length; i++)
{
result.AppendLine(fileLines[i]);
}
}
return result.ToString();
}
/// <summary>
/// Create a new script asset.
/// UnityEditor.ProjectWindowUtil.CreateScriptAssetWithContent (2019.1)
/// </summary>
/// <param name="pathName">the path to where the new file should be created</param>
/// <param name="templateContent">the text to put inside</param>
/// <returns></returns>
private static UnityEngine.Object CreateScriptAssetWithContent(string pathName, string templateContent)
{
templateContent = SetLineEndings(templateContent, EditorSettings.lineEndingsForNewScripts);
string fullPath = Path.GetFullPath(pathName);
System.Text.UTF8Encoding encoding = new System.Text.UTF8Encoding(true);
File.WriteAllText(fullPath, templateContent, encoding);
string projectPath = GetPathRelativeToProject(fullPath);
AssetDatabase.ImportAsset(projectPath);
return AssetDatabase.LoadAssetAtPath(projectPath, typeof(UnityEngine.Object));
}
/// <summary>
/// Get a path relative to the project folder suitable for passing to
/// AssetDatabase.
/// </summary>
/// <param name="pathName">the path to make relative</param>
/// <returns>a path relative to the project (including "Assets" folder)</returns>
private static string GetPathRelativeToProject(string pathName)
{
string path = Path.GetFullPath(pathName);
string project = Path.GetFullPath(Application.dataPath);
if (path.StartsWith(project))
{
path = "Assets" + path.Substring(project.Length);
}
return path;
}
/// <summary>
/// Ensure correct OS specific line endings for saving file content.
/// UnityEditor.ProjectWindowUtil.SetLineEndings (2019.1)
/// </summary>
/// <param name="content">a string to have line endings checked</param>
/// <param name="lineEndingsMode">the type of line endings to use</param>
/// <returns>a cleaned string</returns>
private static string SetLineEndings(string content, LineEndingsMode lineEndingsMode)
{
string replacement;
switch (lineEndingsMode)
{
case LineEndingsMode.OSNative:
replacement = Application.platform == RuntimePlatform.WindowsEditor ? "\r\n" : "\n";
break;
case LineEndingsMode.Unix:
replacement = "\n";
break;
case LineEndingsMode.Windows:
replacement = "\r\n";
break;
default:
replacement = "\n";
break;
}
content = System.Text.RegularExpressions.Regex.Replace(content, "\\r\\n?|\\n", replacement);
return content;
}
/// <summary>
/// Hook that runs the enum generator whenever assets are saved.
/// </summary>
private class UpdateOnAssetModification : UnityEditor.AssetModificationProcessor
{
public static string[] OnWillSaveAssets(string[] paths)
{
Update();
return paths;
}
}
/// <summary>
/// Hook that runs the enum generator whenever scripts are compiled.
/// </summary>
[UnityEditor.Callbacks.DidReloadScripts]
private static void UpdateOnScriptCompile()
{
Update();
}
/// <summary>
/// Enables manually running the enum generator from the menus.
/// </summary>
[MenuItem("Tools/Update NavMeshAreas")]
private static void UpdateOnMenuCommand()
{
UpdateOnScriptCompile();
}
}
/// <summary>
/// Flags enum dropdown GUI for selecting <see cref="NavMeshAreas"/> properties in the inspector
/// </summary>
[CustomPropertyDrawer(typeof(NavMeshAreas))]
public class NavMeshAreasDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
label = EditorGUI.BeginProperty(position, label, property);
var oldValue = (Enum)fieldInfo.GetValue(property.serializedObject.targetObject);
var newValue = EditorGUI.EnumFlagsField(position, label, oldValue);
if (!newValue.Equals(oldValue))
{
property.intValue = (int)Convert.ChangeType(newValue, fieldInfo.FieldType);
}
EditorGUI.EndProperty();
}
}
#endif
/// <summary>
/// A helper for flag operations with NavMeshAreas
/// </summary>
public struct AreaMask
{
private readonly int _value;
public int Value => _value;
public NavMeshAreas Enum => (NavMeshAreas)_value;
public AreaMask(int value)
{
_value = value;
}
public AreaMask(NavMeshAreas areas)
{
_value = (int)areas;
}
public static implicit operator AreaMask(int value) => new AreaMask(value);
public static implicit operator AreaMask(string name) => new AreaMask(1 << NavMesh.GetAreaFromName(name));
public static implicit operator AreaMask(NavMeshAreas areas) => new AreaMask((int)areas);
public static implicit operator NavMeshAreas(AreaMask flag) => (NavMeshAreas)flag._value;
public static implicit operator int(AreaMask flag) => flag._value;
public static bool operator ==(AreaMask a, int b) => a._value.Equals(b);
public static bool operator !=(AreaMask a, int b) => !a._value.Equals(b);
public static int operator +(AreaMask a, AreaMask b) => a.Add(b._value);
public static int operator -(AreaMask a, AreaMask b) => a.Remove(b._value);
public static int operator |(AreaMask a, AreaMask b) => a.Add(b._value);
public static int operator ~(AreaMask a) => ~a._value;
public static int operator +(int a, AreaMask b) => a |= b._value;
public static int operator -(int a, AreaMask b) => a &= ~b._value;
public static int operator |(int a, AreaMask b) => a |= b._value;
public static int operator +(AreaMask a, int b) => a.Add(b);
public static int operator -(AreaMask a, int b) => a.Remove(b);
public static int operator |(AreaMask a, int b) => a.Add(b);
public bool HasFlag(AreaMask flag) => (_value & flag._value) == flag;
public bool HasFlag(int value) => (_value & value) == value;
public AreaMask Add(AreaMask flag) => _value | flag._value;
public AreaMask Remove(AreaMask flag) => _value & ~flag._value;
public AreaMask Add(NavMeshAreas flags) => _value | (int)flags;
public AreaMask Remove(NavMeshAreas flags) => _value & ~(int)flags;
public bool Equals(AreaMask other) => _value == other._value;
public override string ToString() => ((NavMeshAreas)_value).ToString();
public override int GetHashCode() => _value;
public override bool Equals(object obj)
=> !ReferenceEquals(null, obj) && (obj is AreaMask other && Equals(other));
}
}