Ejemplo n.º 1
0
    public override void OnInspectorGUI()
    {
        Island island = (Island)target;

        Painter[] painters = GameObject.FindObjectsOfType(typeof(Painter)) as Painter[];

        System.Array.Sort(painters);

        int count = 0;

        foreach (var painter in painters)
        {
            GUI.enabled = true;

            GUILayout.BeginHorizontal();

            painter.ShouldPaint = GUILayout.Toggle(painter.ShouldPaint, "", GUILayout.Width(20), GUILayout.Height(15));

            GUI.enabled = painter.ShouldPaint;

            GUILayout.Label(painter.GetName());

            if (count > 0)
            {
                if (GUILayout.Button("+", GUILayout.Width(25), GUILayout.Height(15)))
                {
                    int index = painter.Index;
                    painter.Index             = painters[count - 1].Index;
                    painters[count - 1].Index = index;
                }
            }

            if (count < painters.Length - 1)
            {
                if (GUILayout.Button("-", GUILayout.Width(25), GUILayout.Height(15)))
                {
                    int index = painter.Index;
                    painter.Index             = painters[count + 1].Index;
                    painters[count + 1].Index = index;
                }
            }

            GUILayout.EndHorizontal();
            count++;
        }

        System.Array.Sort(painters);

        count = 0;
        foreach (var painter in painters)
        {
            painter.Index = count;
            count++;
        }

        GUI.enabled = true;
        if (GUILayout.Button("Repaint"))
        {
            AssetDatabase.StartAssetEditing();

            island.StartPainting();

            ClearSplatMap();

            foreach (var painter in painters)
            {
                if (painter.ShouldPaint)
                {
                    painter.Paint(island);
                }
            }

            island.ApplyPaintChanges();
            island.SaveTextures();

            for (int x = 0; x < island.SectionsX; x++)
            {
                for (int y = 0; y < island.SectionsY; y++)
                {
                    string path = "Assets/Textures/Terrain Maps/splat_" + x + "_" + y + ".png";

                    AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceSynchronousImport);
                }
            }

            AssetDatabase.StopAssetEditing();

            EditorUtility.ClearProgressBar();
        }

        island.IslandBaseMaterial = EditorGUILayout.ObjectField(island.IslandBaseMaterial, typeof(Material), true) as Material;
        island.IslandSourceMesh   = EditorGUILayout.ObjectField(island.IslandSourceMesh, typeof(Mesh), true) as Mesh;

        island.SectionsX = EditorGUILayout.IntField("Slices X", island.SectionsX);
        island.SectionsY = EditorGUILayout.IntField("Slices Y", island.SectionsY);

        if (GUILayout.Button("Slice Mesh"))
        {
            if (island.IslandSourceMesh != null)
            {
                EditorUtility.DisplayProgressBar("Slicing Terrain", "Slicing...", 0.0f);

                Mesh[,] meshes = MeshSlice.Slice(island.IslandSourceMesh, island.SectionsX, island.SectionsY, true, true);

                GameObject meshesObject = GameObjectHelper.FindChild(island.gameObject, "meshes", true);

                island.Sections = new GameObject[meshes.GetLength(0) * meshes.GetLength(1)];

                island.MinBounds = new Vector2(island.IslandSourceMesh.bounds.min.x, island.IslandSourceMesh.bounds.min.z);
                island.MaxBounds = new Vector2(island.IslandSourceMesh.bounds.max.x, island.IslandSourceMesh.bounds.max.z);

                AssetDatabase.StartAssetEditing();

                for (int x = 0; x < meshes.GetLength(0); x++)
                {
                    for (int y = 0; y < meshes.GetLength(1); y++)
                    {
                        EditorUtility.DisplayProgressBar("Slicing Terrain", "Generating Meshes and Textures...", (float)(x * meshes.GetLength(1) + y) / (float)(meshes.GetLength(0) * meshes.GetLength(1)));

                        Mesh mesh = meshes[x, y];
                        mesh.Optimize();

                        GameObject newObject = new GameObject("island_section_" + x + "_" + y);

                        //	if(mesh.triangles.Length > 0)
                        {
                            //	GameObjectUtility.SetStaticEditorFlags(newObject, StaticEditorFlags.NavigationStatic);
                        }

                        Debug.Log("Mesh has " + mesh.triangles.Length + " count");

                        newObject.transform.parent        = meshesObject.transform;
                        newObject.transform.localPosition = Vector3.zero;
                        MeshRenderer renderer    = newObject.AddComponent <MeshRenderer>();
                        Material     newMaterial = new Material(island.IslandBaseMaterial);


                        string path = "Assets/Textures/Terrain Maps/splat_" + x + "_" + y + ".png";

                        TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter;

                        // TODO: What a load of rotten crow-c**k.
                        // This is required to make the textures editable for island-painting.
                        // Sort out not having f*****g great un-compressed textures when running the game.
                        if (importer != null)
                        {
                            TextureImporterSettings settings = new TextureImporterSettings();
                            importer.wrapMode    = TextureWrapMode.Clamp;
                            importer.textureType = TextureImporterType.Advanced;
                            importer.ReadTextureSettings(settings);
                            importer.textureFormat      = TextureImporterFormat.ARGB32;
                            importer.isReadable         = true;
                            importer.compressionQuality = 0;
                            importer.textureFormat      = TextureImporterFormat.ARGB32;
                            settings.readable           = true;
                            settings.textureFormat      = TextureImporterFormat.ARGB32;
                            settings.compressionQuality = 0;
                            importer.SetTextureSettings(settings);

                            AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceSynchronousImport);
                        }

                        Texture2D tex = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;

                        if (tex == null)
                        {
                            Debug.LogError("Failed to locate splat-map " + x + "_" + y);
                        }

                        tex.GetPixels32();
                        newMaterial.SetTexture("_Splat", tex);

                        renderer.sharedMaterial = newMaterial;

                        MeshFilter filter = newObject.AddComponent <MeshFilter>();
                        filter.mesh = mesh;

                        island.Sections[y * island.SectionsX + x] = newObject;
                    }
                }

                AssetDatabase.StopAssetEditing();
            }

            EditorUtility.ClearProgressBar();
        }

        if (GUILayout.Button("Create initial splat-maps"))
        {
            ClearSplatMap();
        }

        return;
    }