Example #1
0
    Mesh GenerateFloor(EditorRoom room)
    {
        Vector3[]    verticies = room.Points.Select(x => points[x]).ToArray();
        Triangulator tr        = new Triangulator(verticies.Select(x => new Vector2(x.x, x.z)).ToArray());

        int[] indicies = tr.Triangulate();

        Mesh mesh = new Mesh();

        mesh.vertices  = verticies;
        mesh.triangles = indicies;

        mesh.RecalculateNormals();
        mesh.RecalculateBounds();

        return(mesh);
    }
Example #2
0
    void DrawRoom(EditorRoom room, int index)
    {
        for (int i = 1; i < room.Points.Count; i++)
        {
            int p1 = room.Points[i - 1];
            int p2 = room.Points[i];

            Handles.color = Color.white;
            if (IsDoubleSided(p1, p2))
            {
                Handles.color = Color.black;
            }

            Handles.DrawLine(points[p1], points[p2]);
        }

        int lastP1 = room.Points[room.Points.Count - 1];
        int lastP2 = room.Points[0];

        Handles.color = Color.white;
        if (IsDoubleSided(lastP1, lastP2))
        {
            Handles.color = Color.black;
        }

        Handles.DrawLine(points[lastP1], points[lastP2]);

        Handles.color = new Color(0.18f, 0.68f, 0.7f, 0.25f);         // Light blue
        if (state == RoomState.SetSpawn && index == GetClosestRoom())
        {
            Handles.color = new Color(0.89f, 0.92f, 0.18f, 0.25f);             // Light yellow
        }
        if (state != RoomState.SetSpawn && index == spawnRoom)
        {
            Handles.color = new Color(0.89f, 0.92f, 0.18f, 0.25f);             // Light yellow
        }
        if (selectedRoom == index)
        {
            Handles.color = new Color(0.89f, 0.02f, 0.18f, 0.25f);             // Light yellow
        }
        Handles.DrawAAConvexPolygon(room.Points.Select(x => points[x]).ToArray());
        Handles.color = Color.white;
    }
Example #3
0
    void MouseDownEvent()
    {
        if (Event.current.button == 1)
        {
            state = RoomState.Move;
            selectedNodes.Clear();
        }

        switch (state)
        {
        case RoomState.AddPoint:
            if (canClick)
            {
                int     closest = GetClosestPoint();
                Vector3 point   = default;

                Ray   ray   = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
                Plane plane = new Plane(Handles.matrix * Vector3.up, Handles.matrix.MultiplyPoint(Vector3.zero));
                plane.Raycast(ray, out float dist);

                if (dist > 0)
                {
                    point = ray.GetPoint(dist);
                }

                if (Event.current.control)
                {
                    point = new Vector3(Mathf.Round(point.x), 0, Mathf.Round(point.z));
                }

                points.Add(point);
            }

            canClick = false;
            if (!Event.current.shift)
            {
                state = RoomState.Move;
            }

            break;

        case RoomState.RemovePoint:
            if (canClick)
            {
                points.RemoveAt(GetClosestPoint());
            }

            canClick = false;
            if (!Event.current.shift)
            {
                state = RoomState.Move;
            }

            break;

        case RoomState.CreateRoom:
            if (canClick)
            {
                int index = GetClosestPoint();

                if (!selectedNodes.Contains(index))
                {
                    selectedNodes.Add(index);
                }

                if (index == selectedNodes[0] && selectedNodes.Count > 1)
                {
                    Vector3 roomPos = selectedNodes.Select(x => points[x]).Aggregate((x, y) => x + y) / selectedNodes.Count;

                    EditorRoom room = new EditorRoom(roomPos);
                    room.AddRange(selectedNodes);
                    rooms.Add(room);

                    selectedNodes.Clear();
                    state = RoomState.Move;
                }
            }

            canClick = false;
            break;

        case RoomState.AddDoor:
            if (canClick)
            {
                var closesPoint = GetClosestLinePoint();

                int p1 = closesPoint.index;
                int p2 = closesPoint.index - 1;

                if (p2 < 0)
                {
                    p2 = closesPoint.room.Points.Count - 1;
                }

                var rooms = GetWallRooms(closesPoint.room.Points[p1], closesPoint.room.Points[p2]);
                doors.Add(new EditorDoor(rooms.r1, rooms.r2, closesPoint.room.Points[p1], closesPoint.room.Points[p2], closesPoint.p));
            }

            state    = RoomState.Move;
            canClick = false;
            break;

        case RoomState.RemoveDoor:
            if (canClick)
            {
                doors.RemoveAt(GetClosestDoor());
            }

            canClick = false;
            if (!Event.current.shift)
            {
                state = RoomState.Move;
            }

            break;

        case RoomState.SetSpawn:
            spawnRoom = GetClosestRoom();
            state     = RoomState.Move;
            break;

        default:
            state = RoomState.Move;
            break;
        }
    }
Example #4
0
    public override void OnInspectorGUI()
    {
        EditorGUILayout.BeginHorizontal();

        if (GUILayout.Button("Add point"))
        {
            state = RoomState.AddPoint;
        }

        if (GUILayout.Button("Remove point"))
        {
            state = RoomState.RemovePoint;
        }

        EditorGUILayout.EndHorizontal();

        EditorGUILayout.BeginHorizontal();

        if (GUILayout.Button("Add door"))
        {
            state = RoomState.AddDoor;
        }

        if (GUILayout.Button("Remove door"))
        {
            state = RoomState.RemoveDoor;
        }

        EditorGUILayout.EndHorizontal();

        if (GUILayout.Button("Create Room"))
        {
            state = RoomState.CreateRoom;
        }

        EditorGUILayout.BeginHorizontal();

        if (GUILayout.Button("Generate mesh"))
        {
            GenerateMesh();
        }

        if (GUILayout.Button("Clear mesh"))
        {
            ClearMesh();
        }

        EditorGUILayout.EndHorizontal();

        for (int i = 0; i < rooms.Count; i++)
        {
            EditorRoom room = rooms[i];

            EditorGUILayout.BeginHorizontal();
            GUILayout.Label($"Room {i}: {room.Points.Count} verticies");

            if (GUILayout.Button("P"))
            {
                if (selectedRoom == i)
                {
                    selectedRoom = -1;
                }
                else
                {
                    selectedRoom = i;
                }
            }

            if (GUILayout.Button("Remove"))
            {
                rooms.RemoveAt(i);
                doors.RemoveAt(doors.FindIndex(x => x.Room1 == i || x.Room2 == i));
            }

            EditorGUILayout.EndHorizontal();
        }

        if (rooms.Count > 0)
        {
            if (GUILayout.Button("Set spawn"))
            {
                state = RoomState.SetSpawn;
            }
        }

        if (meshGenerated && GUILayout.Button("Finish Mesh"))
        {
            FinishMesh();
        }

        GUILayout.Space(10);
        GUILayout.Label($"Minimap");
        EditorGUILayout.BeginHorizontal();

        GUILayout.Label($"Size: ");
        minimapWidth  = EditorGUILayout.IntField(minimapWidth);
        minimapHeight = EditorGUILayout.IntField(minimapHeight);

        EditorGUILayout.EndHorizontal();

        minimapPadding = EditorGUILayout.IntField("Padding", minimapPadding);

        minimapWallThickness = EditorGUILayout.IntField("Wall Thickness", minimapWallThickness);

        if (GUILayout.Button("Generate minimap"))
        {
            Texture2D minimap = GenerateMinimap();
            AssetDatabase.DeleteAsset($"Assets/Minimap.png");
            File.WriteAllBytes($"{Application.dataPath}/Minimap.png", minimap.EncodeToPNG());
            AssetDatabase.Refresh();
        }
    }