コード例 #1
0
        public void RemoveGrassMap(FoliagePrototype prototype)
        {
            if (grassMaps.ContainsKey(prototype))
            {
                FoliageGrassMap grassMap = grassMaps[prototype];

                grassMaps.Remove(prototype);

                #if UNITY_EDITOR
                grassMap.Dispose();
                #endif
            }
        }
コード例 #2
0
        /// <summary>
        /// Copy the terrain's details and use it with the custom Foliage system.
        /// </summary>
        /// <param name="terrain"></param>
        public void InsertFoliageFromTerrain(Terrain terrain)
        {
            UNStandaloneUtility.AddPrototypesIfDontExist(terrain.terrainData.detailPrototypes);

            List <int[, ]> detailData = UNStandaloneUtility.GetTerrainDetails(terrain.terrainData);

            int terrainDetailWidth  = terrain.terrainData.detailWidth;
            int terrainDetailHeight = terrain.terrainData.detailHeight;

            var detailPrototypes  = terrain.terrainData.detailPrototypes;
            var uNaturePrototypes = FoliageDB.sortedPrototypes;

            float posX;
            float posZ;

            int chunkIndex;
            FoliageCore_Chunk chunk;

            FoliageManagerInstance managerInstance;

            int prototype;

            float interpolatedX;
            float interpolatedZ;

            float worldPosX;
            float worldPosZ;

            FoliageGrassMap grassMap;

            for (int x = 0; x < terrainDetailWidth; x++)
            {
                for (int z = 0; z < terrainDetailHeight; z++)
                {
                    worldPosX = ((x * terrain.terrainData.size.x) / terrainDetailWidth) + terrain.transform.position.x;
                    worldPosZ = ((z * terrain.terrainData.size.z) / terrainDetailHeight) + terrain.transform.position.z;

                    posX = worldPosX - transform.position.x;
                    posZ = worldPosZ - transform.position.z;

                    chunkIndex = GetChunkID(posX, posZ);

                    if (CheckChunkInBounds(chunkIndex)) // If isn't out of bounds
                    {
                        chunk = sector.foliageChunks[chunkIndex];

                        managerInstance = chunk.GetOrCreateFoliageManagerInstance();

                        interpolatedX = managerInstance.TransformCord(worldPosX, managerInstance.transform.position.x);
                        interpolatedZ = managerInstance.TransformCord(worldPosZ, managerInstance.transform.position.z);

                        for (int prototypeIndex = 0; prototypeIndex < detailData.Count; prototypeIndex++)
                        {
                            prototype = UNStandaloneUtility.TryGetPrototypeIndex(detailPrototypes[prototypeIndex]);

                            grassMap = managerInstance.grassMaps[uNaturePrototypes[prototype]];

                            grassMap.mapPixels[(int)interpolatedX + (int)interpolatedZ * grassMap.mapWidth].b = (byte)detailData[prototypeIndex][z, x];

                            // reset details on the terrain.
                            detailData[prototypeIndex][z, x] = 0;

                            grassMap.SetPixels32Delayed();
                            grassMap.dirty = true;
                        }
                    }
                }
            }

            for (int i = 0; i < detailData.Count; i++)
            {
                terrain.terrainData.SetDetailLayer(0, 0, i, detailData[i]);
            }

            SaveDelayedMaps(); //apply delayed maps.
            FoliageGrassMap.SaveAllMaps();

            CallInstancesChunksUpdate();

            #if UNITY_EDITOR
            UnityEditor.AssetDatabase.Refresh();
            #endif
        }
コード例 #3
0
        void DrawPaintWindow()
        {
            GUILayout.BeginVertical("Box", GUILayout.Width(450));

            GUILayout.BeginHorizontal();

            GUILayout.Label("Paint Tools:", EditorStyles.boldLabel);

            GUILayout.FlexibleSpace();

            if (GUILayout.Button("Reload Brushes"))
            {
                FoliageDB.instance.brushes = null;
            }

            GUILayout.EndHorizontal();

            GUILayout.Space(5);

            GUILayout.BeginHorizontal();

            GUILayout.BeginVertical("Box");

            string[]           paintMethodsNames = Enum.GetNames(typeof(CurrentPaintMethod));
            CurrentPaintMethod currentType;

            for (int i = 0; i < paintMethodsNames.Length; i++)
            {
                currentType = (Enum.GetValues(typeof(CurrentPaintMethod)) as CurrentPaintMethod[])[i];

                if (UNEditorUtility.DrawHighlitableButton(UNStandaloneUtility.GetUIIcon(paintMethodsNames[i]), paintMethod == currentType, GUILayout.Width(40), GUILayout.Height(40)))
                {
                    paintMethod = currentType; // select the paint method.
                }
            }

            GUILayout.EndVertical();

            GUILayout.Space(3);

            GUILayout.BeginVertical("Box", GUILayout.Height(100));

            GUILayout.Label("Paint Settings:", EditorStyles.boldLabel);

            GUILayout.Space(5);

            switch (paintMethod)
            {
            case CurrentPaintMethod.Normal_Paint:
                DrawNormalBrush();
                break;

            case CurrentPaintMethod.Spline_Paint:
                DrawSplineBrush();
                break;
            }

            GUILayout.Space(5);

            paintBrushSize = EditorGUILayout.IntSlider(new GUIContent("Paint Brush Size:", "The percentage from the brush that will be drawn"), paintBrushSize, 1, 30);
            paintDensity   = (byte)EditorGUILayout.IntSlider(new GUIContent("Paint Brush Density:", "The percentage from the brush that will be drawn"), paintDensity, 0, 15);
            instaRemove    = EditorGUILayout.Toggle(new GUIContent("Instant Remove On Shift:", "Instantely remove the grass when shift is pressed (instead of needing to put density to 0"), instaRemove);

            GUILayout.EndVertical();

            GUILayout.EndHorizontal();

            if (FoliageGrassMap.globalDirty)
            {
                GUILayout.Space(10);
                EditorGUILayout.HelpBox("Foliage hasn't been saved after painting on terrain. \nPlease save the data by clicking the save button.", MessageType.Warning);

                if (GUILayout.Button("Save Grass Maps"))
                {
                    FoliageGrassMap.SaveAllMaps();

                    EditorUtility.SetDirty(FoliageCore_MainManager.instance);

                    if (!Application.isPlaying)
                    {
                        #if UNITY_5_3_OR_NEWER
                        UnityEditor.SceneManagement.EditorSceneManager.SaveScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
                        #else
                        EditorApplication.SaveScene();
                        #endif
                    }

                    AssetDatabase.SaveAssets();
                }
            }


            if (FoliageWorldMap.globalDirty)
            {
                GUILayout.Space(10);
                EditorGUILayout.HelpBox("World information isn't been saved. \nPlease save the data by clicking the save button or changes wont be applied.", MessageType.Warning);

                if (GUILayout.Button("Save World Map"))
                {
                    FoliageWorldMap.SaveAllMaps();

                    EditorUtility.SetDirty(FoliageCore_MainManager.instance);

                    if (!Application.isPlaying)
                    {
                        #if UNITY_5_3_OR_NEWER
                        UnityEditor.SceneManagement.EditorSceneManager.SaveScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene());
                        #else
                        EditorApplication.SaveScene();
                        #endif
                    }

                    AssetDatabase.SaveAssets();
                }
            }

            GUILayout.EndVertical();
        }