Example #1
0
    public static void ConvToOneGUI(Transform CurrentSelect)
    {
        GUILayout.BeginVertical();
        GUILayout.Label("Already T4M Object", EditorStyles.boldLabel);
        if (GUILayout.Button("合并到一张图(远景用)"))
        {
            T4MObjSC _T4MObjSC = CurrentSelect.GetComponent <T4MObjSC>();
            if (null != _T4MObjSC.T4MMaterial)
            {
                T4MTool.ConvT4MObj4Tex(_T4MObjSC.T4MMaterial, CurrentSelect);
            }
        }
        if (GUILayout.Button("合并控制图(4层)"))
        {
            T4MObjSC _T4MObjSC = CurrentSelect.GetComponent <T4MObjSC>();
            if (null != _T4MObjSC.T4MMaterial)
            {
                T4MTool.ConvT4MObj4CtrlTex4(_T4MObjSC.T4MMaterial, CurrentSelect);
            }
        }

        if (GUILayout.Button("合并控制图(6)层)"))
        {
            T4MObjSC _T4MObjSC = CurrentSelect.GetComponent <T4MObjSC>();
            if (null != _T4MObjSC.T4MMaterial)
            {
                T4MTool.ConvT4MObj4CtrlTex6(_T4MObjSC.T4MMaterial, CurrentSelect);
            }
        }
        GUILayout.EndVertical();
    }
Example #2
0
    // 设置压平区域的数据
    private bool SetZeroAreaData()
    {
        if (!bFixHeight)
        {
            return(true);
        }

        T4MObjSC t4mObj = GameObject.FindObjectOfType <T4MObjSC>();

        if (t4mObj == null)
        {
            Debug.LogError("can not find T4MObjSC");
            return(false);
        }

        Vector3 mapPos = t4mObj.transform.position;

        zeroAreaHeight = -mapPos.y;

        string texPath = "Assets" + TerrainModelPath + MapName + "/terrainZeroArea.tga";

        Texture2D terrainZeroAreaTex = AssetDatabase.LoadAssetAtPath <Texture2D>(texPath);

        if (terrainZeroAreaTex == null)
        {
            Debug.LogError("terrainZeroArea.tga == null where " + texPath + "not found");
            return(false);
        }
        zeroAreaCols = terrainZeroAreaTex.GetPixels();
        zeroAreaSize = (int)Mathf.Sqrt(zeroAreaCols.Length);
        return(true);
    }
Example #3
0
        public static void T4MComponentDisablemethod(IEnumerable <T4MObjSC> cs)
        {
            EditorUtility.DisplayProgressBar("T4MComponentDisable", "Collecting T4MObjSC Components", 0);

            int total = 0;
            {
                // foreach(var c in cs)
                var __enumerator2 = (cs).GetEnumerator();
                while (__enumerator2.MoveNext())
                {
                    var c = __enumerator2.Current;
                    {
                        total++;
                    }
                }
            }
            string str = "";

            int i         = 0;
            int processed = 0;

            {
                // foreach(var go in cs)
                var __enumerator3 = (cs).GetEnumerator();
                while (__enumerator3.MoveNext())
                {
                    var go = __enumerator3.Current;
                    {
                        EditorUtility.DisplayProgressBar("T4MComponentDisable", go.gameObject.name, i * 1.0f / total);
                        var g = go.gameObject;

                        Debug.Log(g.name + "T4MComponentDisable");
                        T4MObjSC mObjSc = g.GetComponent <T4MObjSC>();
                        mObjSc.enabled = false;
                    }
                }
            }

            EditorUtility.ClearProgressBar();

            Debug.Log("T4MComponentDisable----------------------------begin");
            if (!string.IsNullOrEmpty(str))
            {
                Debug.Log(str);
            }
            Debug.Log("T4MComponentDisable----------------------------end-total=[" + processed.ToString() + "]");

            AssetDatabase.Refresh();
            AssetDatabase.SaveAssets();
        }
Example #4
0
        //关闭T4m插件
        public static void T4MComponentDisablemethod()
        {
            {
                // foreach(var go in EnumAssets.EnumComponentRecursiveInCurrentSelection<T4MObjSC>())
                var __enumerator1 = (EnumAssets.EnumComponentRecursiveInCurrentSelection <T4MObjSC>()).GetEnumerator();
                while (__enumerator1.MoveNext())
                {
                    var go = __enumerator1.Current;
                    {
                        var g = go.gameObject;

                        Debug.Log(g.name + "T4MComponentDisable");
                        T4MObjSC mObjSc = g.GetComponent <T4MObjSC>();
                        mObjSc.enabled = false;
                    }
                }
            }
            AssetDatabase.Refresh();
        }
Example #5
0
    void Painter()
    {
        if (State != 1)
        {
            State = 1;
        }
        Event e = Event.current;

        if (e.type == EventType.KeyDown && e.keyCode == KeyCode.T)
        {
            if (T4MSC.T4MActived != "Activated")
            {
                T4MSC.T4MActived = "Activated";
            }
            else
            {
                T4MSC.T4MActived = "Deactivated";
            }
        }

        if (T4MSC.T4MPreview && T4MSC.T4MActived == "Activated" && T4MSC.T4MPreview.enabled == false || T4MSC.T4MPreview.enabled == false)
        {
            if (
                T4MSC.PaintPrev != T4MSC.PaintHandle.Follow_Normal_Circle &&
                T4MSC.PaintPrev != T4MSC.PaintHandle.Follow_Normal_WireCircle &&
                T4MSC.PaintPrev != T4MSC.PaintHandle.Hide_preview
                )
            {
                T4MSC.T4MPreview.enabled = true;
            }
        }
        else if (T4MSC.T4MPreview && T4MSC.T4MActived == "Deactivated" && T4MSC.T4MPreview.enabled == true || T4MSC.T4MPreview.enabled == true)
        {
            if (T4MSC.PaintPrev != T4MSC.PaintHandle.Classic)
            {
                T4MSC.T4MPreview.enabled = false;
            }
        }

        if (T4MSC.T4MActived == "Activated")
        {
            HandleUtility.AddDefaultControl(0);
            RaycastHit raycastHit = new RaycastHit();
            Ray        terrain    = HandleUtility.GUIPointToWorldRay(e.mousePosition);
            if (e.type == EventType.KeyDown && e.keyCode == KeyCode.KeypadPlus)
            {
                T4MSC.brushSize += 1;
            }
            else if (e.type == EventType.KeyDown && e.keyCode == KeyCode.KeypadMinus)
            {
                T4MSC.brushSize -= 1;
            }

            if (Physics.Raycast(terrain, out raycastHit, Mathf.Infinity, layerMask))
            {
                T4MObjSC t4msc = T4MSC.CurrentSelect.gameObject.GetComponent <T4MObjSC>();
                if (t4msc && t4msc.ConvertType != "UT")
                {
                    T4MSC.T4MPreview.transform.localEulerAngles = new Vector3(90, 180 + T4MSC.CurrentSelect.localEulerAngles.y, 0);
                }
                else
                {
                    T4MSC.T4MPreview.transform.localEulerAngles = new Vector3(90, T4MSC.CurrentSelect.localEulerAngles.y, 0);
                }

                T4MSC.T4MPreview.transform.position = raycastHit.point;

                if (T4MSC.PaintPrev != T4MSC.PaintHandle.Classic && T4MSC.PaintPrev != T4MSC.PaintHandle.Hide_preview && T4MSC.PaintPrev != T4MSC.PaintHandle.Follow_Normal_WireCircle)
                {
                    Handles.color = new Color(1f, 1f, 0f, 0.05f);
                    Handles.DrawSolidDisc(raycastHit.point, raycastHit.normal, T4MSC.T4MPreview.orthographicSize * 0.9f);
                }
                else if (T4MSC.PaintPrev != T4MSC.PaintHandle.Classic && T4MSC.PaintPrev != T4MSC.PaintHandle.Hide_preview && T4MSC.PaintPrev != T4MSC.PaintHandle.Follow_Normal_Circle)
                {
                    Handles.color = new Color(1f, 1f, 0f, 1f);
                    Handles.DrawWireDisc(raycastHit.point, raycastHit.normal, T4MSC.T4MPreview.orthographicSize * 0.9f);
                }

                if ((e.type == EventType.mouseDrag && e.alt == false && e.shift == false && e.button == 0) || (e.shift == false && e.alt == false && e.button == 0 && ToggleF == false))
                {
                    Vector2 pixelUV    = raycastHit.textureCoord * T4MSC.T4MMaskTexUVCoord;               //0.14f;
                    int     PuX        = Mathf.FloorToInt(pixelUV.x * T4MSC.T4MMaskTex.width);
                    int     PuY        = Mathf.FloorToInt(pixelUV.y * T4MSC.T4MMaskTex.height);
                    int     x          = Mathf.Clamp(PuX - T4MSC.T4MBrushSizeInPourcent / 2, 0, T4MSC.T4MMaskTex.width - 1);
                    int     y          = Mathf.Clamp(PuY - T4MSC.T4MBrushSizeInPourcent / 2, 0, T4MSC.T4MMaskTex.height - 1);
                    int     width      = Mathf.Clamp((PuX + T4MSC.T4MBrushSizeInPourcent / 2), 0, T4MSC.T4MMaskTex.width) - x;
                    int     height     = Mathf.Clamp((PuY + T4MSC.T4MBrushSizeInPourcent / 2), 0, T4MSC.T4MMaskTex.height) - y;
                    Color[] terrainBay = T4MSC.T4MMaskTex.GetPixels(x, y, width, height, 0);
                    if (T4MSC.T4MMaskTex2)
                    {
                        terrainBay2 = T4MSC.T4MMaskTex2.GetPixels(x, y, width, height, 0);
                    }
                    for (int i = 0; i < height; i++)
                    {
                        for (int j = 0; j < width; j++)
                        {
                            int   index    = (i * width) + j;
                            float Stronger = T4MSC.T4MBrushAlpha[Mathf.Clamp((y + i) - (PuY - T4MSC.T4MBrushSizeInPourcent / 2), 0, T4MSC.T4MBrushSizeInPourcent - 1) * T4MSC.T4MBrushSizeInPourcent + Mathf.Clamp((x + j) - (PuX - T4MSC.T4MBrushSizeInPourcent / 2), 0, T4MSC.T4MBrushSizeInPourcent - 1)] * T4MSC.T4MStronger;

                            if (T4MSC.T4MselTexture < 3)
                            {
                                terrainBay[index] = Color.Lerp(terrainBay[index], T4MSC.T4MtargetColor, Stronger);
                            }
                            else
                            {
                                terrainBay[index] = Color.Lerp(terrainBay[index], T4MSC.T4MtargetColor, Stronger);                               //*0.3f);
                                if (T4MSC.T4MMaskTex2)
                                {
                                    terrainBay2[index] = Color.Lerp(terrainBay2[index], T4MSC.T4MtargetColor2, Stronger);                                   ///0.3f);
                                }
                            }
                        }
                    }
                    T4MSC.T4MMaskTex.SetPixels(x, y, width, height, terrainBay, 0);
                    T4MSC.T4MMaskTex.Apply();
                    if (T4MSC.T4MMaskTex2)
                    {
                        T4MSC.T4MMaskTex2.SetPixels(x, y, width, height, terrainBay2, 0);
                        T4MSC.T4MMaskTex2.Apply();
                        UndoObj    = new Texture2D[2];
                        UndoObj[0] = T4MSC.T4MMaskTex;
                        UndoObj[1] = T4MSC.T4MMaskTex2;
                    }
                    else
                    {
                        UndoObj    = new Texture2D[1];
                        UndoObj[0] = T4MSC.T4MMaskTex;
                    }
                    //Undo.RecordObjects(UndoObj, "T4MMask"); //Unity don't work correctly with this for now
                    ToggleF = true;
                }
                else if (e.type == EventType.mouseUp && e.alt == false && e.button == 0 && ToggleF == true)
                {
                    T4MSC.SaveTexture();
                    ToggleF = false;
                }
            }
        }
    }