Example #1
0
        /// <summary>
        /// Create the terrain defined by these settings - and apply the resources to it
        /// </summary>
        public void CreateTerrain(GaiaResource resources)
        {
            Terrain[,] world;

            //Update the resouces ny associating them with their assets
            resources.AssociateAssets();

            //Update the session
            GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager();

            if (sessionMgr != null && sessionMgr.IsLocked() != true)
            {
                //Update terrain settings in session
                sessionMgr.m_session.m_terrainWidth  = m_tilesX * m_terrainSize;
                sessionMgr.m_session.m_terrainDepth  = m_tilesZ * m_terrainSize;
                sessionMgr.m_session.m_terrainHeight = m_terrainHeight;

                //Add the defaults
                sessionMgr.AddDefaults(this);

                //Set the sea level - but only if it is zero - if not zero then its been deliberately set
                if (Gaia.GaiaUtils.Math_ApproximatelyEqual(sessionMgr.m_session.m_seaLevel, 0f))
                {
                    sessionMgr.SetSeaLevel(m_seaLevel);
                }

                //Grab the resources scriptable object
                sessionMgr.AddResource(resources);

                //Adjust them if they are different to the defaults
                resources.ChangeSeaLevel(sessionMgr.m_session.m_seaLevel);

                //Then add the operation
                sessionMgr.AddOperation(GetTerrainCreationOperation(resources));
            }

            //Create the terrains array
            world = new Terrain[m_tilesX, m_tilesZ];

            //And iterate through and create each terrain
            for (int x = 0; x < m_tilesX; x++)
            {
                for (int z = 0; z < m_tilesZ; z++)
                {
                    CreateTile(x, z, ref world, resources);
                }
            }

            //Now join them together and remove their seams
            RemoveWorldSeams(ref world);
        }
        public override void OnInspectorGUI()
        {
            //Get our resource
            m_resource = (GaiaResource)target;

            //Set up the box style
            if (m_boxStyle == null)
            {
                m_boxStyle = new GUIStyle(GUI.skin.box);
                m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
                m_boxStyle.fontStyle        = FontStyle.Bold;
                m_boxStyle.alignment        = TextAnchor.UpperLeft;
            }

            //Setup the wrap style
            if (m_wrapStyle == null)
            {
                m_wrapStyle          = new GUIStyle(GUI.skin.label);
                m_wrapStyle.wordWrap = true;
            }

            //Create a nice text intro
            GUILayout.BeginVertical("Gaia Resource", m_boxStyle);
            GUILayout.Space(20);
            //EditorGUILayout.LabelField("The resource manager allows you to manage the resources used by your terrain and spawner. To see what every setting does you can hover over it.\n\nGet From Terrain - Pick up resources and settings from the current terrain.\n\nUpdate DNA - Updates DNA for all resources and automatically calculate sizes.\n\nApply To Terrain - Apply terrain specific settings such as texture, detail and tree prototypes back into the terrain. Prefab this settings to save time creating your next terrain.", m_wrapStyle);
            EditorGUILayout.LabelField("These are the resources used by the Spawning & Stamping system. Create a terrain, add textures, details and trees, then press Get Resources From Terrain to load. To see how the settings influence the system you can hover over them.", m_wrapStyle);
            GUILayout.EndVertical();

            float oldSeaLevel = m_resource.m_seaLevel;
            float oldHeight   = m_resource.m_terrainHeight;

            EditorGUI.BeginChangeCheck();

            DrawDefaultInspector();

            DropAreaGUI();

            GUILayout.BeginVertical("Resource Controller", m_boxStyle);
            GUILayout.Space(20);

            if (GUILayout.Button(GetLabel("Set Asset Associations")))
            {
                if (EditorUtility.DisplayDialog("Set Asset Associations", "This will update your asset associations and can not be undone ! Here temporarily until hidden.", "Yes", "No"))
                {
                    if (m_resource.SetAssetAssociations())
                    {
                        EditorUtility.SetDirty(m_resource);
                    }
                }
            }


            if (GUILayout.Button(GetLabel("Associate Assets")))
            {
                if (EditorUtility.DisplayDialog("Associate Assets", "This will locate and associate the first resource found that matches your asset and can not be undone !", "Yes", "No"))
                {
                    if (m_resource.AssociateAssets())
                    {
                        EditorUtility.SetDirty(m_resource);
                    }
                }
            }


            if (GUILayout.Button(GetLabel("Get Resources From Terrain")))
            {
                if (EditorUtility.DisplayDialog("Get Resources from Terrain ?", "Are you sure you want to get / update your resource prototypes from the terrain ? This will update your settings and can not be undone !", "Yes", "No"))
                {
                    m_resource.UpdatePrototypesFromTerrain();
                    EditorUtility.SetDirty(m_resource);
                }
            }

            if (GUILayout.Button(GetLabel("Replace Resources In Terrains")))
            {
                if (EditorUtility.DisplayDialog("Replace Resources in ALL Terrains ?", "Are you sure you want to replace the resources in ALL terrains with these? This can not be undone !", "Yes", "No"))
                {
                    m_resource.ApplyPrototypesToTerrain();
                }
            }

            if (GUILayout.Button(GetLabel("Add Missing Resources To Terrains")))
            {
                if (EditorUtility.DisplayDialog("Add Missing Resources to ALL Terrains ?", "Are you sure you want to add your missing resource prototypes to ALL terrains ? This can not be undone !", "Yes", "No"))
                {
                    m_resource.AddMissingPrototypesToTerrain();
                }
            }


            if (m_resource.m_texturePrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Coverage Texture Spawner")))
            {
                m_resource.CreateCoverageTextureSpawner(GetRangeFromTerrain(), GetTextureIncrementFromTerrain());
            }
            GUI.enabled = true;


            if (m_resource.m_detailPrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Clustered Grass Spawner")))
            {
                m_resource.CreateClusteredDetailSpawner(GetRangeFromTerrain(), GetDetailIncrementFromTerrain());
            }
            if (GUILayout.Button(GetLabel("Create Coverage Grass Spawner")))
            {
                m_resource.CreateCoverageDetailSpawner(GetRangeFromTerrain(), GetDetailIncrementFromTerrain());
            }
            GUI.enabled = true;


            if (m_resource.m_treePrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Clustered Terrain Tree Spawner")))
            {
                m_resource.CreateClusteredTreeSpawner(GetRangeFromTerrain());
            }
            if (GUILayout.Button(GetLabel("Create Coverage Terrain Tree Spawner")))
            {
                m_resource.CreateCoverageTreeSpawner(GetRangeFromTerrain());
            }
            GUI.enabled = true;

            if (m_resource.m_gameObjectPrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Clustered Prefab Spawner")))
            {
                m_resource.CreateClusteredGameObjectSpawner(GetRangeFromTerrain());
            }
            if (GUILayout.Button(GetLabel("Create Coverage Prefab Spawner")))
            {
                m_resource.CreateCoverageGameObjectSpawner(GetRangeFromTerrain());
            }
            GUI.enabled = true;

            if (GUILayout.Button(GetLabel("Visualise")))
            {
                GameObject gaiaObj = GameObject.Find("Gaia");
                if (gaiaObj == null)
                {
                    gaiaObj = new GameObject("Gaia");
                }
                GameObject visualiserObj = GameObject.Find("Visualiser");
                if (visualiserObj == null)
                {
                    visualiserObj = new GameObject("Visualiser");
                    visualiserObj.AddComponent <ResourceVisualiser>();
                    visualiserObj.transform.parent = gaiaObj.transform;
                }
                ResourceVisualiser visualiser = visualiserObj.GetComponent <ResourceVisualiser>();
                visualiser.m_resources     = m_resource;
                Selection.activeGameObject = visualiserObj;
            }

            GUILayout.Space(5f);
            GUILayout.EndVertical();

            //Check for changes, make undo record, make changes and let editor know we are dirty
            if (EditorGUI.EndChangeCheck())
            {
                if (oldHeight != m_resource.m_terrainHeight)
                {
                    m_resource.ChangeHeight(oldHeight, m_resource.m_terrainHeight);
                }

                if (oldSeaLevel != m_resource.m_seaLevel)
                {
                    m_resource.ChangeSeaLevel(oldSeaLevel, m_resource.m_seaLevel);
                }
                Undo.RecordObject(m_resource, "Made resource changes");
                EditorUtility.SetDirty(m_resource);

                //Stop the save from going nuts
                if ((DateTime.Now - m_lastSaveDT).Seconds > 5)
                {
                    m_lastSaveDT = DateTime.Now;
                    AssetDatabase.SaveAssets();
                }
            }
        }