Example #1
0
        public static void RegenerateSplatmaps(DungeonSplatmap splatComponent)
        {
            // Destroy all the existing splatmaps
            var asset = splatComponent.splatmap;

            foreach (var splatTexture in asset.splatTextures)
            {
                DestroyImmediate(splatTexture, true);
            }

            var targetTextures = new List <Texture2D>();

            foreach (var textureInfo in splatComponent.textures)
            {
                var texSize   = textureInfo.textureSize;
                var texFormat = textureInfo.textureFormat;

                var splatTexture = new Texture2D(texSize, texSize, texFormat, false);
                splatTexture.name = textureInfo.id;
                AssetDatabase.AddObjectToAsset(splatTexture, asset);
                targetTextures.Add(splatTexture);
            }

            asset.splatTextures = targetTextures.ToArray();

            EditorUtility.SetDirty(asset);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
        }
Example #2
0
        public static void CreateSplatMapAsset(DungeonSplatmap splatComponent)
        {
            if (splatComponent == null)
            {
                // No splatmap attached to this dungeon configuration
                return;
            }

            // Check if the splatmap asset has been assigned
            if (splatComponent.splatmap == null)
            {
                // Create a new splatmap asset in the correct directory and assign it to the dungeon
                var defaultFileName = "DungeonSplatmap.asset";
                var scenePath       = DungeonEditorHelper.GetActiveScenePath();
                splatComponent.splatmap = DungeonEditorHelper.CreateAssetInBrowser <DungeonSplatAsset>(scenePath, defaultFileName);

                RegenerateSplatmaps(splatComponent);
            }
        }