Beispiel #1
0
        public override void GeneratePrototypes(bool forceNew = false)
        {
            base.GeneratePrototypes(forceNew);

            if (terrainSettings != null && terrain != null && terrain.terrainData != null)
            {
                GPUInstancerUtility.SetTreeInstancePrototypes(gameObject, prototypeList, terrain.terrainData.treePrototypes, terrainSettings, forceNew);
            }
        }
Beispiel #2
0
        public void GeneratePrototypes()
        {
#if UNITY_EDITOR
            Undo.RecordObject(this, "GPUI Set Map Magic Import");
            if (terrainSettings != null)
            {
                AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(terrainSettings));
            }
#endif

            // import terrain details
            detailPrototypes = new List <GPUInstancerPrototype>();

            if (importDetails)
            {
                GenerateMapMagicTerrainSettings();
                GPUInstancerUtility.SetDetailInstancePrototypes(gameObject, detailPrototypes, terrainDetailPrototypes.ToArray(), 2, terrainSettings, true);
            }

            // import terrain trees
            treePrototypes = new List <GPUInstancerPrototype>();
            if (importTrees)
            {
                GenerateMapMagicTerrainSettings();
                GPUInstancerUtility.SetTreeInstancePrototypes(gameObject, treePrototypes, terrainTreePrototypes.ToArray(), terrainSettings, true);
            }

            // import prefabs
            prefabPrototypes = new List <GPUInstancerPrototype>();
            if (importObjects)
            {
                GPUInstancerUtility.SetPrefabInstancePrototypes(gameObject, prefabPrototypes, selectedPrefabs, true);
            }
            else
            {
                selectedPrefabs.Clear();
            }

            foreach (GameObject notSelectedPrefab in prefabs.FindAll(p => !selectedPrefabs.Contains(p)))
            {
                if (notSelectedPrefab.GetComponent <GPUInstancerPrefab>() != null)
                {
                    DestroyImmediate(notSelectedPrefab.GetComponent <GPUInstancerPrefab>(), true);
#if UNITY_EDITOR
                    EditorUtility.SetDirty(notSelectedPrefab);
#endif
                }
            }

#if UNITY_EDITOR
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
#endif
        }