Exemple #1
0
    /// <summary>
    /// Creates a planet based on a previously exported Base64 encoded JSON string (exported via the inspector of a planet in the Unity editor).
    /// </summary>
    public void CreatePlanetUsingBase64EncodedJSON()
    {
        // If a planet already exists in the scene, destroy it
        if (_planet != null)
        {
            DestroyImmediate(_planet.gameObject);
        }

        // Use PlanetManager.CreatePlanet method to create a new planet and include the Base64 JSON string as a second argument to force all properties.
        _planet = PlanetManager.CreatePlanet(Vector3.zero, "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");
        _planet.AddListener(gameObject);

        // Set the UI text message to indicate that textures are being rebuilt.
        uiTextMessage.text = "Rebuilding textures...";
    }
Exemple #2
0
    /// <summary>
    /// Creates a simple random planet.
    /// </summary>
    public void CreateRandomPlanet()
    {
        // If a planet already exists in the scene, destroy it
        if (_planet != null)
        {
            DestroyImmediate(_planet.gameObject);
        }

        // Use PlanetManager.CreatePlanet method to create a new planet - when only a position is included as an argument it will create a totally random planet
        // and select a planet blueprint based on the blueprint's probability value.
        _planet = PlanetManager.CreatePlanet(Vector3.zero);
        _planet.AddListener(gameObject);

        // Set the UI text message to indicate that textures are being rebuilt.
        uiTextMessage.text = "Rebuilding textures...";
    }
 public void Draw(PlanetManager planetManager)
 {
     Planet[] planetsArray = this.planets.ToArray();
     for (int i = 0; i < planetsArray.Length; i++)
     {
         Planet planet = planetsArray[i];
         if (planet.gameObject != null)
         {
             planet.orbit.UpdateAngle();
             planet.gameObject.transform.position = planet.orbit.CalculatePosition();
         }
         else
         {
             planet.gameObject = planetManager.CreatePlanet(planet.prefab, planet.orbit.CalculatePosition());
         }
     }
 }
Exemple #4
0
 void Start()
 {
     // Create a random planet at the center of the scene
     PlanetManager.CreatePlanet(Vector3.zero);
     // Set planet texture detail mode to LOD (texture resolution for all planet textures are independently
     // generated at a level of detail specified for a given size of the planet on the screen.
     PlanetManager.TextureDetailMode = PlanetManager.TextureDetailModes.LOD_Separate;
     // Set number of LOD steps to 5.
     PlanetManager.TextureLODSteps = 5;
     // Set LOD resolution array to: 7 (2048 x 2048), 6 (1024x1024), 5 (512x512), 3 (128x128), 1 (64x64)
     PlanetManager.TextureLODComposition = new int[5] {
         7, 6, 5, 3, 1
     };
     // Set the planet sizes used to transition between mesh LOD levels
     // Note: There are only 4 entries in this array because it specifies the size *between* the LOD levels.
     // The float values in the array represent the ratio between screen height and the height of a planet as seen by the camera.
     // E.g. the value 0.5f = when the planet takes up half the screen height.
     PlanetManager.TextureLODPlanetSizes = new float[4] {
         0.6f, 0.4f, 0.2f, 0.05f
     };
 }
        /// <summary>
        /// Displays and allows interaction in a custom inspector for Solid Planets Blueprints
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Call target update
            _target.Update();

            // Update the index dictionaries
            UpdateIndex();
            EditorGUILayout.LabelField("PLANET BLUEPRINT TOOLS", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;

            if (GUILayout.Button(new GUIContent("Create Planet", "Create planet using this blueprint")))
            {
                PlanetManager.CreatePlanet(Vector3.zero, -1, _script.gameObject.name);
            }
            EditorGUILayout.Space();

            if (GUILayout.Button("Export Blueprint to Clipboard (JSON)"))
            {
                GUIUtility.systemCopyBuffer = _script.ExportToJSON();
                EditorUtility.DisplayDialog("Finished", "Planet Blueprint was saved to clipboard", "Close");
            }

            if (GUILayout.Button("Import Blueprint from Clipboard (JSON)"))
            {
                string _str = GUIUtility.systemCopyBuffer;
                _script.ImportFromJSON(_str);
                _target.Update();
                _target.ApplyModifiedProperties();
                _target.Update();
            }

            EditorGUILayout.Space();

            if (_script.transform.Find("Ring") == null)
            {
                if (GUILayout.Button(new GUIContent("Create Planetary Ring", "Add planetary ring to this blueprint")))
                {
                    _script.CreateRing();
                }
            }
            else
            {
                GUILayout.BeginHorizontal();
                if (GUILayout.Button(new GUIContent("Remove Planetary Ring", "Remove planetary ring from this blueprint")))
                {
                    DestroyImmediate(_script.transform.Find("Ring").gameObject);
                }
                if (GUILayout.Button(new GUIContent("Edit Planetary Ring", "Edit planetary ring of this blueprint")))
                {
                    Selection.activeGameObject = _script.transform.Find("Ring").gameObject;
                }
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                _ringProbability.floatValue = EditorGUILayout.Slider("Probability to have Ring", _ringProbability.floatValue, 0f, 1f);
                EditorGUILayout.LabelField((_ringProbability.floatValue * 100).ToString("F1") + "%", GUILayout.MaxWidth(PERCENT_WIDTH));
                GUILayout.EndHorizontal();
            }

            EditorGUI.indentLevel--;
            EditorGUILayout.Space();

            // PLANET SETTINGS
            EditorGUILayout.LabelField("PLANET SETTINGS", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("alienization");
            RenderPropertyMaterial("composition");
            RenderPropertyColor("specularColor");
            EditorGUI.indentLevel--;

            // CONTINENTS
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("CONTINENTS", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("continentSize");
            RenderPropertyFloat("continentComplexity");
            EditorGUI.indentLevel--;

            // COASTS
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("COAST LINES", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("coastalDetail");
            RenderPropertyFloat("coastalReach");
            EditorGUI.indentLevel--;

            // LIQUID
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("LIQUID", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("liquidLevel");
            RenderPropertyColor("liquidColor");
            RenderPropertyFloat("liquidOpacity");
            RenderPropertyFloat("liquidShallow");
            RenderPropertyFloat("liquidSpecularPower");
            EditorGUI.indentLevel--;

            // ICE
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("ICE", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyMaterial("polarIce");
            RenderPropertyFloat("polarCapAmount");
            RenderPropertyColor("iceColor");
            EditorGUI.indentLevel--;

            // ATMOSPHERE
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("ATMOSPHERE", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyColor("atmosphereColor");
            RenderPropertyFloat("atmosphereExternalSize");
            RenderPropertyFloat("atmosphereExternalDensity");
            RenderPropertyFloat("atmosphereInternalDensity");
            RenderPropertyColor("twilightColor");
            EditorGUI.indentLevel--;

            // CLOUDS
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("CLOUDS", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("cloudsOpacity");
            RenderPropertyMaterial("clouds");
            RenderPropertyColor("cloudsColor");
            RenderPropertyFloat("cloudsRoughness");
            RenderPropertyFloat("cloudsCoverage");
            RenderPropertyFloat("cloudsLayer1");
            RenderPropertyFloat("cloudsLayer2");
            RenderPropertyFloat("cloudsLayer3");
            RenderPropertyFloat("cloudsSharpness");
            RenderPropertyFloat("cloudsTiling");
            RenderPropertyFloat("cloudsSpeed");
            RenderPropertyFloat("cloudsHeight");
            RenderPropertyFloat("cloudsShadow");
            EditorGUI.indentLevel--;

            // LAVA
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("MOLTEN LAVA", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("lavaAmount");
            RenderPropertyMaterial("lava");
            RenderPropertyFloat("lavaComplexity");
            RenderPropertyFloat("lavaFrequency");
            RenderPropertyFloat("lavaDetail");
            RenderPropertyFloat("lavaReach");
            RenderPropertyFloat("lavaColorVariation");
            RenderPropertyFloat("lavaFlowSpeed");
            RenderPropertyFloat("lavaGlowAmount");
            RenderPropertyColor("lavaGlowColor");
            EditorGUI.indentLevel--;

            // SURFACE
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("SURFACES", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("surfaceRoughness");
            RenderPropertyFloat("surfaceTiling");
            EditorGUI.indentLevel--;

            // COMPOSITION
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("BIOMES", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyFloat("compositionTiling");
            RenderPropertyFloat("compositionChaos");
            RenderPropertyFloat("compositionBalance");
            RenderPropertyFloat("compositionContrast");
            EditorGUI.indentLevel--;

            // BIOME 1
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("BIOME 1", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyMaterial("biome1Type");
            RenderPropertyFloat("biome1Chaos");
            RenderPropertyFloat("biome1Balance");
            RenderPropertyFloat("biome1Contrast");
            RenderPropertyFloat("biome1ColorVariation");
            RenderPropertyFloat("biome1Saturation");
            RenderPropertyFloat("biome1Brightness");
            RenderPropertyFloat("biome1CratersSmall");
            RenderPropertyFloat("biome1CratersMedium");
            RenderPropertyFloat("biome1CratersLarge");
            RenderPropertyFloat("biome1CratersErosion");
            RenderPropertyFloat("biome1CratersDiffuse");
            //RenderPropertyFloat("biome1CanyonsDiffuse");
            RenderPropertyFloat("biome1SurfaceBump");
            RenderPropertyFloat("biome1CratersBump");
            RenderPropertyFloat("biome1CanyonsBump");
            EditorGUI.indentLevel--;

            // BIOME 2
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("BIOME 2", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyMaterial("biome2Type");
            RenderPropertyFloat("biome2Chaos");
            RenderPropertyFloat("biome2Balance");
            RenderPropertyFloat("biome2Contrast");
            RenderPropertyFloat("biome2ColorVariation");
            RenderPropertyFloat("biome2Saturation");
            RenderPropertyFloat("biome2Brightness");
            RenderPropertyFloat("biome2CratersSmall");
            RenderPropertyFloat("biome2CratersMedium");
            RenderPropertyFloat("biome2CratersLarge");
            RenderPropertyFloat("biome2CratersErosion");
            RenderPropertyFloat("biome2CratersDiffuse");
            //RenderPropertyFloat("biome2CanyonsDiffuse");
            RenderPropertyFloat("biome2SurfaceBump");
            RenderPropertyFloat("biome2CratersBump");
            RenderPropertyFloat("biome2CanyonsBump");
            EditorGUI.indentLevel--;

            // CITIES
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("CITIES & POPULATION", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;
            RenderPropertyMaterial("cities");
            RenderPropertyFloat("citiesPopulation");
            RenderPropertyFloat("citiesAdvancement");
            RenderPropertyFloat("citiesGlow");
            RenderPropertyFloat("citiesTiling");
            RenderPropertyColor("citiesColor");
            EditorGUI.indentLevel--;

            EditorGUILayout.Space();

            _target.ApplyModifiedProperties();
        }
Exemple #6
0
        /// <summary>
        /// Displays and allows interaction in a custom inspector for Gas Planets Blueprints
        /// </summary>
        public override void OnInspectorGUI()
        {
            // Call target update
            _target.Update();

            // Update the index dictionaries
            UpdateIndex();
            EditorGUILayout.LabelField("PLANET BLUEPRINT TOOLS", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;

            if (GUILayout.Button(new GUIContent("Create Planet", "Create planet using this blueprint")))
            {
                PlanetManager.CreatePlanet(Vector3.zero, -1, _script.gameObject.name);
            }
            EditorGUILayout.Space();

            if (GUILayout.Button("Export Blueprint to Clipboard (JSON)"))
            {
                GUIUtility.systemCopyBuffer = _script.ExportToJSON();
                EditorUtility.DisplayDialog("Finished", "Planet Blueprint was saved to clipboard", "Close");
            }

            if (GUILayout.Button("Import Blueprint from Clipboard (JSON)"))
            {
                string _str = GUIUtility.systemCopyBuffer;
                _script.ImportFromJSON(_str);
                _target.Update();
                _target.ApplyModifiedProperties();
                _target.Update();
            }

            EditorGUILayout.Space();

            if (_script.transform.Find("Ring") == null)
            {
                if (GUILayout.Button(new GUIContent("Create Planetary Ring", "Add planetary ring to this blueprint")))
                {
                    _script.CreateRing();
                }
            }
            else
            {
                GUILayout.BeginHorizontal();
                if (GUILayout.Button(new GUIContent("Remove Planetary Ring", "Remove planetary ring from this blueprint")))
                {
                    DestroyImmediate(_script.transform.Find("Ring").gameObject);
                }
                if (GUILayout.Button(new GUIContent("Edit Planetary Ring", "Edit planetary ring of this blueprint")))
                {
                    Selection.activeGameObject = _script.transform.Find("Ring").gameObject;
                }
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                _ringProbability.floatValue = EditorGUILayout.Slider("Probability to have Ring", _ringProbability.floatValue, 0f, 1f);
                EditorGUILayout.LabelField((_ringProbability.floatValue * 100).ToString("F1") + "%", GUILayout.MaxWidth(PERCENT_WIDTH));
                GUILayout.EndHorizontal();
            }

            EditorGUI.indentLevel--;
            EditorGUILayout.Space();

            // PLANET SETTINGS
            EditorGUILayout.LabelField("PLANET SETTINGS", EditorStyles.boldLabel);
            EditorGUI.indentLevel++;

            RenderPropertyMaterial("gas");
            RenderPropertyFloat("horizontalTiling");
            RenderPropertyFloat("verticalTiling");
            RenderPropertyFloat("turbulence");
            RenderPropertyFloat("turbulenceScale");
            RenderPropertyFloat("turbulenceDisorder");
            RenderPropertyFloat("separation");
            RenderPropertyFloat("blurriness");
            RenderPropertyFloat("smoothness");
            RenderPropertyFloat("palette");
            RenderPropertyFloat("detail");
            RenderPropertyFloat("detailOffset");
            RenderPropertyFloat("contrast");
            RenderPropertyFloat("hue");
            RenderPropertyFloat("saturation");
            RenderPropertyFloat("brightness");
            RenderPropertyFloat("banding");
            RenderPropertyFloat("solidness");
            RenderPropertyFloat("faintness");
            RenderPropertyColor("faintnessColor");
            RenderPropertyFloat("roughness");
            RenderPropertyFloat("stormMaskIndex");
            RenderPropertyFloat("stormSquash");
            RenderPropertyColor("stormColor");
            RenderPropertyFloat("stormTint");
            RenderPropertyFloat("stormScale");
            RenderPropertyFloat("stormNoise");
            RenderPropertyColor("atmosphereColor");
            RenderPropertyFloat("atmosphereFalloff");
            RenderPropertyColor("twilightColor");

            EditorGUI.indentLevel--;

            EditorGUILayout.Space();

            _target.ApplyModifiedProperties();
        }