Esempio n. 1
0
        public override void OnNodeGUI()
        {
            EditorGUILayout.LabelField("Biome: " + outputBiome.name);
            EditorGUILayout.BeginHorizontal();
            {
                EditorGUIUtility.labelWidth = 40;
                EditorGUILayout.LabelField("id: " + outputBiome.id);
                EditorGUIUtility.labelWidth = 0;
                Rect colorRect = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight, GUILayout.ExpandWidth(true));
                if (e.type == EventType.Repaint)
                {
                    biomeColorPreviewRect = colorRect;
                }
                EditorGUI.BeginDisabledGroup(false);
                EditorGUIUtility.DrawColorSwatch(biomeColorPreviewRect, outputBiome.previewColor);
                EditorGUI.EndDisabledGroup();
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.LabelField("Biome Graph reference");
            EditorGUI.BeginChangeCheck();
            biomeGraph = EditorGUILayout.ObjectField(biomeGraph, typeof(PWBiomeGraph), false) as PWBiomeGraph;
            if (EditorGUI.EndChangeCheck())
            {
                NotifyReload();
            }

            if (biomeGraph != null)
            {
                if (GUILayout.Button("Open " + biomeGraph.name))
                {
                    AssetDatabase.OpenAsset(biomeGraph);
                }
            }
        }
Esempio n. 2
0
    public PWBiomePresetScreen(PWBiomeGraph biomeGraph)
    {
        this.biomeGraph = biomeGraph;

        plainTexture     = Resources.Load <Texture2D>("");
        mountainTexture  = Resources.Load <Texture2D>("");
        mesaTexture      = Resources.Load <Texture2D>("");
        swamplandTexture = Resources.Load <Texture2D>("");

        PresetCellList presets = new PresetCellList()
        {
            { "Earth-like", plainTexture, "Plains / Prairies", BuildPlain },
            { "Earth-like", mountainTexture, "Mountains", BuildMountains },
            { "Earth-like", mesaTexture, "Mesas", BuildMesa },
            { "Earth-like", swamplandTexture, "Swamplands", BuildSwampland },
        };

        LoadPresetList(presets);
    }