Esempio n. 1
0
        public static void AddCTSRuntimeWeatherToScene(MenuCommand menuCommand)
        {
            //Add a weather manager
            GameObject ctsWeatherManager = GameObject.Find("CTS Weather Manager");

            if (ctsWeatherManager == null)
            {
                ctsWeatherManager      = new GameObject();
                ctsWeatherManager.name = "CTS Weather Manager";
                ctsWeatherManager.AddComponent <CTSWeatherManager>();
                CompleteTerrainShader.SetDirty(ctsWeatherManager, false, false);
            }
            EditorGUIUtility.PingObject(ctsWeatherManager);

            //And now add weather controllers
            foreach (var terrain in Terrain.activeTerrains)
            {
                CompleteTerrainShader shader = terrain.gameObject.GetComponent <CompleteTerrainShader>();
                if (shader != null)
                {
                    CTSWeatherController controller = terrain.gameObject.GetComponent <CTSWeatherController>();
                    if (controller == null)
                    {
                        controller = terrain.gameObject.AddComponent <CTSWeatherController>();
                        CompleteTerrainShader.SetDirty(terrain, false, false);
                        CompleteTerrainShader.SetDirty(controller, false, false);
                    }
                }
            }
        }
Esempio n. 2
0
        public static void AddWorldAPIToScene(MenuCommand menuCommand)
        {
            //First - are we even here present
            Type worldAPIType = CompleteTerrainShader.GetType("WAPI.WorldManager");

            if (worldAPIType == null)
            {
                EditorUtility.DisplayDialog("World Manager API", "World Manager is not present in your project. Please go to http://www.procedural-worlds.com/blog/wapi/ to learn about it.", "OK");
                Application.OpenURL("http://www.procedural-worlds.com/blog/wapi/");
                Application.OpenURL("https://github.com/adamgoodrich/WorldManager");
                return;
            }

            //First add a weather manager
            GameObject ctsWeatherManager = GameObject.Find("CTS Weather Manager");

            if (ctsWeatherManager == null)
            {
                ctsWeatherManager      = new GameObject();
                ctsWeatherManager.name = "CTS Weather Manager";
                ctsWeatherManager.AddComponent <CTSWeatherManager>();
                CompleteTerrainShader.SetDirty(ctsWeatherManager, false, false);
            }
            EditorGUIUtility.PingObject(ctsWeatherManager);

            //And now add weather controllers
            foreach (var terrain in Terrain.activeTerrains)
            {
                CompleteTerrainShader shader = terrain.gameObject.GetComponent <CompleteTerrainShader>();
                if (shader != null)
                {
                    CTSWeatherController controller = terrain.gameObject.GetComponent <CTSWeatherController>();
                    if (controller == null)
                    {
                        controller = terrain.gameObject.AddComponent <CTSWeatherController>();
                        CompleteTerrainShader.SetDirty(terrain, false, false);
                        CompleteTerrainShader.SetDirty(controller, false, false);
                    }
                }
            }

            //And now add world API integration component to weather manager
            #if WORLDAPI_PRESENT
            var worldAPIIntegration = ctsWeatherManager.GetComponent <CTSWorldAPIIntegration>();
            if (worldAPIIntegration == null)
            {
                worldAPIIntegration = ctsWeatherManager.AddComponent <CTSWorldAPIIntegration>();
            }
            #endif
        }
 public void UnregisterWeatherController(CTSWeatherController weatherController)
 {
     this.m_controllerSet.Remove(weatherController);
 }
 public void RegisterWeatherController(CTSWeatherController weatherController)
 {
     this.m_controllerSet.Add(weatherController);
 }