public static void CreateGroupTool(MenuCommand menuCmd)
        {
            GameObject g = new GameObject("Terrain Group");

            if (menuCmd != null)
            {
                GameObjectUtility.SetParentAndAlign(g, menuCmd.context as GameObject);
            }
            g.transform.localPosition = Vector3.zero;
            g.transform.hideFlags     = HideFlags.HideInInspector;
            GTerrainGroup group = g.AddComponent <GTerrainGroup>();

            group.GroupId = -1;

            Selection.activeGameObject = g;
            Undo.RegisterCreatedObjectUndo(g, "Creating Terrain Group");
        }
        public static GTerrainGroup CreateGroupTool()
        {
            GameObject root = GetTerrainToolsRoot();

            if (root == null)
            {
                root = CreateTerrainToolsRoot();
            }
            GameObject g = new GameObject("Group Tool");

            g.transform.parent     = root.transform;
            g.transform.position   = Vector3.zero;
            g.transform.rotation   = Quaternion.identity;
            g.transform.localScale = Vector3.one;
            g.transform.hideFlags  = HideFlags.HideInInspector;

            GTerrainGroup group = g.AddComponent <GTerrainGroup>();

            return(group);
        }
Beispiel #3
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        private static void DrawTerrainsManagementGUI()
        {
            string label = "2. Terrains Management";
            string id    = "wizard-terrains-management";

            GEditorCommon.Foldout(label, false, id, () =>
            {
                EditorGUILayout.LabelField(
                    "Edit properties of an individual terrain by selecting it and use the Inspector.",
                    GEditorCommon.WordWrapLeftLabel);
                EditorGUILayout.LabelField(
                    string.Format("Use context menus ({0}) in the terrain Inspector to perform additional tasks.", GEditorCommon.contextIconText),
                    GEditorCommon.WordWrapLeftLabel);
                EditorGUILayout.LabelField(
                    "Use the Group Tool to edit properties of multiple terrains at once.",
                    GEditorCommon.WordWrapLeftLabel);
                if (GUILayout.Button("Create Group Tool"))
                {
                    GTerrainGroup group = GWizard.CreateGroupTool();
                    EditorGUIUtility.PingObject(group);
                    Selection.activeGameObject = group.gameObject;
                }
            });
        }
        public static void CreateTerrainTools(MenuCommand menuCmd)
        {
            GameObject g = new GameObject("Polaris V2 Tools");

            if (menuCmd != null)
            {
                GameObjectUtility.SetParentAndAlign(g, menuCmd.context as GameObject);
            }
            g.transform.localPosition = Vector3.zero;
            g.transform.localRotation = Quaternion.identity;
            g.transform.localScale    = Vector3.one;
            g.transform.hideFlags     = HideFlags.HideInInspector;

            GTerrainTools tools = g.AddComponent <GTerrainTools>();

            tools.hideFlags = HideFlags.HideInInspector;

            GameObject terrainGroup = new GameObject("Terrain Group");

            GUtilities.ResetTransform(terrainGroup.transform, g.transform);
            terrainGroup.transform.hideFlags = HideFlags.HideInInspector;
            GTerrainGroup group = terrainGroup.AddComponent <GTerrainGroup>();

            group.GroupId = -1;

            GameObject texturePainter = new GameObject("Geometry & Texture Painter");

            GUtilities.ResetTransform(texturePainter.transform, g.transform);
            texturePainter.transform.hideFlags = HideFlags.HideInInspector;
            GTerrainTexturePainter texturePainterComponent = texturePainter.AddComponent <GTerrainTexturePainter>();

            texturePainterComponent.GroupId = -1;

            GameObject foliagePainter = new GameObject("Foliage Painter");

            GUtilities.ResetTransform(foliagePainter.transform, g.transform);
            foliagePainter.transform.hideFlags = HideFlags.HideInInspector;
            GFoliagePainter foliagePainterComponent = foliagePainter.AddComponent <GFoliagePainter>();

            foliagePainterComponent.GroupId = -1;
            foliagePainterComponent.gameObject.AddComponent <GRotationRandomizeFilter>();
            foliagePainterComponent.gameObject.AddComponent <GScaleRandomizeFilter>();

            GameObject objectPainter = new GameObject("Object Painter");

            GUtilities.ResetTransform(objectPainter.transform, g.transform);
            objectPainter.transform.hideFlags = HideFlags.HideInInspector;
            GObjectPainter objectPainterComponent = objectPainter.AddComponent <GObjectPainter>();

            objectPainterComponent.GroupId = -1;
            objectPainterComponent.gameObject.AddComponent <GRotationRandomizeFilter>();
            objectPainterComponent.gameObject.AddComponent <GScaleRandomizeFilter>();

            GameObject assetExplorer = new GameObject("Asset Explorer");

            GUtilities.ResetTransform(assetExplorer.transform, g.transform);
            assetExplorer.transform.hideFlags = HideFlags.HideInInspector;
            assetExplorer.AddComponent <GAssetExplorer>();

            GameObject helpTool = new GameObject("Help");

            GUtilities.ResetTransform(helpTool.transform, g.transform);
            helpTool.transform.hideFlags = HideFlags.HideInInspector;
            helpTool.AddComponent <GHelpComponent>();

            Selection.activeGameObject = terrainGroup;
            Undo.RegisterCreatedObjectUndo(g, "Creating Terrain Tools");
        }