コード例 #1
0
        public override void OnInspectorGUI()
        {
            m_editorUtils.Initialize(); // Do not remove this!
            m_spawnerSettings = (SpawnerSettings)target;

            string message = m_editorUtils.GetTextValue("Intro");;

            EditorGUILayout.HelpBox(message, MessageType.Info, true);

            if (GUILayout.Button(m_editorUtils.GetContent("AddToScene")))
            {
                m_spawnerSettings.CreateSpawner();
            }

            GUILayout.Label(m_editorUtils.GetContent("SpawnRulePreview"), m_editorUtils.Styles.heading);

            GaiaResource resource = m_spawnerSettings.m_resources;// (GaiaResource)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_spawnerSettings.m_resourcesGUID), typeof(GaiaResource));

            foreach (SpawnRule rule in m_spawnerSettings.m_spawnerRules)
            {
                m_editorUtils.LabelField("Name", new GUIContent(rule.m_name));
                m_editorUtils.LabelField("Type", new GUIContent(rule.m_resourceType.ToString()));


                Texture2D resourceTexture = SpawnerEditor.GetSpawnRulePreviewTexture(rule, resource);

                if (resourceTexture != null)
                {
                    m_editorUtils.Image(resourceTexture, 100, 100);
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// Create the terrain defined by these settings - and apply the resources to it
        /// </summary>
        public void CreateTerrain(GaiaResource resources)
        {
            Terrain[,] world;

            //Update the resouces ny associating them with their assets
            resources.AssociateAssets();

            //Update the session
            GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager();

            if (sessionMgr != null && sessionMgr.IsLocked() != true)
            {
                //Update terrain settings in session
                sessionMgr.m_session.m_terrainWidth  = m_tilesX * m_terrainSize;
                sessionMgr.m_session.m_terrainDepth  = m_tilesZ * m_terrainSize;
                sessionMgr.m_session.m_terrainHeight = m_terrainHeight;

                //Add the defaults
                sessionMgr.AddDefaults(this);

                //Set the sea level - but only if it is zero - if not zero then its been deliberately set
                if (Gaia.GaiaUtils.Math_ApproximatelyEqual(sessionMgr.m_session.m_seaLevel, 0f))
                {
                    sessionMgr.SetSeaLevel(m_seaLevel);
                }

                //Grab the resources scriptable object
                sessionMgr.AddResource(resources);

                //Adjust them if they are different to the defaults
                resources.ChangeSeaLevel(sessionMgr.m_session.m_seaLevel);

                //Then add the operation
                sessionMgr.AddOperation(GetTerrainCreationOperation(resources));
            }

            //Create the terrains array
            world = new Terrain[m_tilesX, m_tilesZ];

            //And iterate through and create each terrain
            for (int x = 0; x < m_tilesX; x++)
            {
                for (int z = 0; z < m_tilesZ; z++)
                {
                    CreateTile(x, z, ref world, resources);
                }
            }

            //Now join them together and remove their seams
            RemoveWorldSeams(ref world);
        }
コード例 #3
0
        public GaiaOperation GetTerrainCreationOperation(GaiaResource resources)
        {
            //Then add the operation
            GaiaOperation op = new GaiaOperation();

            op.m_description       = "Creating terrain";
            op.m_generatedByID     = m_defaultsID;
            op.m_generatedByName   = this.name;
            op.m_generatedByType   = this.GetType().ToString();
            op.m_isActive          = true;
            op.m_operationDateTime = DateTime.Now.ToString();
            op.m_operationType     = GaiaOperation.OperationType.CreateTerrain;
#if UNITY_EDITOR
            op.m_operationDataJson = new string[2];
            string ap = AssetDatabase.GetAssetPath(this);
            if (string.IsNullOrEmpty(ap))
            {
                op.m_operationDataJson[0] = "GaiaDefaults.asset";
            }
            else
            {
                op.m_operationDataJson[0] = AssetDatabase.GetAssetPath(this);
            }
            ap = AssetDatabase.GetAssetPath(resources);
            if (string.IsNullOrEmpty(ap))
            {
                op.m_operationDataJson[1] = "GaiaResources.asset";
            }
            else
            {
                op.m_operationDataJson[1] = AssetDatabase.GetAssetPath(resources);
            }
#endif

            return(op);
        }
コード例 #4
0
        public GaiaOperation GetTerrainCreationOperation(GaiaResource resources)
        {
            //            //Then add the operation
            //            GaiaOperation op = new GaiaOperation();
            //            op.m_description = "Creating terrain";
            //            op.m_generatedByID = m_defaultsID;
            //            op.m_generatedByName = this.name;
            //            op.m_generatedByType = this.GetType().ToString();
            //            op.m_isActive = true;
            //            op.m_operationDateTime = DateTime.Now.ToString();
            //            op.m_operationType = GaiaOperation.OperationType.CreateTerrain;
            //#if UNITY_EDITOR
            //            op.m_operationDataJson = new string[2];
            //            string ap = AssetDatabase.GetAssetPath(this);
            //            if (string.IsNullOrEmpty(ap))
            //            {
            //                op.m_operationDataJson[0] = "GaiaDefaults.asset";
            //            }
            //            else
            //            {
            //                op.m_operationDataJson[0] = AssetDatabase.GetAssetPath(this);
            //            }
            //            ap = AssetDatabase.GetAssetPath(resources);
            //            if (string.IsNullOrEmpty(ap))
            //            {
            //                op.m_operationDataJson[1] = "GaiaResources.asset";
            //            }
            //            else
            //            {
            //                op.m_operationDataJson[1] = AssetDatabase.GetAssetPath(resources);
            //            }
            //#endif

            //return op;
            return(null);
        }
コード例 #5
0
        /// <summary>
        /// Write the content of the object out as C#, and assign the content of the original object to it
        /// </summary>
        /// <param name="src">Object to dump</param>
        /// <param name="name">Name of the variable to dump it to</param>
        /// <param name="tabDepth">Number of prefix tabs to prepend to each line</param>
        /// <param name="prefixType">Show the type of the object when creating it</param>
        /// <param name="instantiate">Write code to instantiate the object</param>
        /// <returns></returns>
        private string DumpObject(object src, string name, int tabDepth, bool prefixType = true, bool instantiate = true)
        {
            if (src == null)
            {
                return("");
            }

            StringBuilder retS = new StringBuilder();

            FieldInfo[] fields = src.GetType().GetFields(BindingFlags.Public | BindingFlags.Instance);

            string tabs = "";

            for (int td = 0; td < tabDepth; td++)
            {
                tabs += "\t";
            }

            if (instantiate)
            {
                if (!prefixType)
                {
                    if (src.GetType().BaseType == typeof(UnityEngine.ScriptableObject))
                    {
                        retS.AppendLine(string.Format("{0}{2} = ScriptableObject.CreateInstance<{1}>();", tabs, src.GetType(), name));
                    }
                    else if (src.GetType().BaseType == typeof(UnityEngine.MonoBehaviour))
                    {
                        retS.AppendLine(string.Format("{0}{2} = {2}.AddComponent<{1}>();", tabs, src.GetType(), name));
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1} = new {2}();", tabs, name, src.GetType()));
                    }
                }
                else
                {
                    if (src.GetType().BaseType == typeof(UnityEngine.ScriptableObject))
                    {
                        retS.AppendLine(string.Format("{0}{1} {2} = ScriptableObject.CreateInstance<{1}>();", tabs, src.GetType(), name));
                    }
                    else if (src.GetType().BaseType == typeof(UnityEngine.MonoBehaviour))
                    {
                        retS.AppendLine(string.Format("{0}GameObject go = new GameObject();", tabs));
                        retS.AppendLine(string.Format("{0}go.name = \"{1}\";", tabs, ((UnityEngine.MonoBehaviour)src).gameObject.name));
                        retS.AppendLine(string.Format("{0}{1} {2} = go.AddComponent<{1}>();", tabs, src.GetType(), name));
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1} {2} = new {1}();", tabs, src.GetType(), name));
                    }
                }
            }

            foreach (FieldInfo f in fields)
            {
                if (f.FieldType == typeof(System.String))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = \"{3}\";", tabs, name, f.Name, f.GetValue(src)));
                }
                else if (f.FieldType == typeof(System.Single))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = {3}f;", tabs, name, f.Name, f.GetValue(src)));
                }
                else if (f.FieldType == typeof(System.Double))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = {3};", tabs, name, f.Name, f.GetValue(src)));
                }
                else if (f.FieldType == typeof(System.Int32) || f.FieldType == typeof(System.UInt32) || f.FieldType == typeof(System.Int64) || f.FieldType == typeof(System.UInt64))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = {3};", tabs, name, f.Name, f.GetValue(src)));
                }
                else if (f.FieldType == typeof(System.Boolean))
                {
                    //Debug.Log(name + " " + f.Name + " " + f.FieldType + " " + f.GetValue(src).ToString());
                    if (f.GetValue(src).ToString() == "True")
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = true;", tabs, name, f.Name));
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = false;", tabs, name, f.Name));
                    }
                }
                else if (f.FieldType == typeof(UnityEngine.Texture2D))
                {
                    if (((UnityEngine.Texture2D)f.GetValue(src)) != null)
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = GetTexture2D(\"{3}\");", tabs, name, f.Name, AssetDatabase.GetAssetPath(((UnityEngine.Texture2D)f.GetValue(src)).GetInstanceID())));
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = null;", tabs, name, f.Name));
                    }
                }
                else if (f.FieldType == typeof(UnityEngine.AnimationCurve))
                {
                    if (((UnityEngine.AnimationCurve)f.GetValue(src)) != null)
                    {
                        UnityEngine.AnimationCurve curve = ((UnityEngine.AnimationCurve)f.GetValue(src));
                        retS.AppendLine(string.Format("{0}{1}.{2} = new UnityEngine.AnimationCurve();", tabs, name, f.Name));
                        foreach (Keyframe frame in curve.keys)
                        {
                            retS.AppendLine(string.Format("{0}{1}.{2}.AddKey({3}f,{4}f);", tabs, name, f.Name, frame.time, frame.value));
                        }
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = null;", tabs, name, f.Name));
                    }
                }
                else if (f.FieldType == typeof(UnityEngine.Color))
                {
                    Color c = ((UnityEngine.Color)f.GetValue(src));
                    retS.AppendLine(string.Format("{0}{1}.{2} = new UnityEngine.Color({3}f,{4}f,{5}f,{6}f);", tabs, name, f.Name, c.r, c.b, c.g, c.a));
                }
                else if (f.FieldType == typeof(UnityEngine.GameObject))
                {
                    if (((UnityEngine.GameObject)f.GetValue(src)) != null)
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = GetGameObject(\"{3}\");", tabs, name, f.Name, AssetDatabase.GetAssetPath(((UnityEngine.GameObject)f.GetValue(src)).GetInstanceID())));
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = null;", tabs, name, f.Name));
                    }
                }
                else if (f.FieldType.IsEnum == true)
                {
                    string enumValue = "";
                    foreach (var value in Enum.GetValues(f.FieldType))
                    {
                        if ((int)value == (int)f.GetValue(src))
                        {
                            enumValue = value.ToString();
                        }
                    }

                    retS.AppendLine(string.Format("{0}{1}.{2} = {3}.{4};", tabs, name, f.Name, f.FieldType.ToString().Replace("+", "."), enumValue));
                }
                else if (f.FieldType == typeof(Gaia.SpawnRuleExtension[]))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = new {3}[{4}];", tabs, name, f.Name, f.FieldType.ToString().Replace("[]", ""), ((System.Array)f.GetValue(src)).GetLength(0)));
                    for (int idx = 0; idx < ((System.Array)f.GetValue(src)).GetLength(0); idx++)
                    {
                        retS.AppendLine(string.Format("{0}\t{1}.{2}[{3}] = GetSpawnRuleExtension(\"{4}\");", tabs, name, f.Name, idx, AssetDatabase.GetAssetPath(((Gaia.SpawnRuleExtension)(((System.Array)f.GetValue(src)).GetValue(idx))).GetInstanceID())));
                    }
                }
                else if (f.FieldType == typeof(Gaia.ResourceProtoDNA))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = new {3}();", tabs, name, f.Name, f.FieldType.ToString().Replace("[]", "")));
                    retS.Append(DumpObject(f.GetValue(src), string.Format("{0}.{1}", name, f.Name), tabDepth + 1, false, false));
                }
                else if (f.FieldType == typeof(Gaia.XorshiftPlus))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = new {3}();", tabs, name, f.Name, f.FieldType.ToString().Replace("[]", "")));
                    retS.Append(DumpObject(f.GetValue(src), string.Format("{0}.{1}", name, f.Name), tabDepth + 1, false, false));
                }
                else if (f.FieldType == typeof(Gaia.GaiaResource))
                {
                    GaiaResource resource = ((Gaia.GaiaResource)f.GetValue(src));
                    if (resource != null)
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = GetResource(\"{3}\",\"{4}\");", tabs, name, f.Name,
                                                      FixFileName(m_publisherName) + "_" + FixFileName(m_extensionName) + "_" + FixFileName(resource.m_name) + ".asset",
                                                      resource.m_resourcesID));
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}{1}.{2} = null;", tabs, name, f.Name));
                    }
                }
                else if (f.FieldType.IsGenericType == true)
                {
                    string type = f.FieldType.ToString();
                    if (type.Contains("System.Collections.Generic.List"))
                    {
                        type = type.Substring(type.IndexOf("[") + 1);
                        type = type.Substring(0, type.IndexOf("]"));

                        retS.AppendLine(string.Format("{0}{1}.{2} = new List<{3}>();", tabs, name, f.Name, type));

                        int         idx        = 0;
                        IEnumerator enumerator = ((ICollection)f.GetValue(src)).GetEnumerator();
                        while (enumerator.MoveNext())
                        {
                            retS.AppendLine(string.Format("{0}{1}.{2}.Add(new {3}());", tabs, name, f.Name, type));
                            retS.Append(DumpObject(enumerator.Current, string.Format("{0}.{1}[{2}]", name, f.Name, idx++), tabDepth + 1, false, false));
                        }
                    }
                    else
                    {
                        retS.AppendLine(string.Format("{0}// ******* {1} {2} = {3};", tabs, name, f.FieldType, f.Name, f.GetValue(src)));
                    }
                }
                else if (f.FieldType.BaseType == typeof(System.Array))
                {
                    retS.AppendLine(string.Format("{0}{1}.{2} = new {3}[{4}];", tabs, name, f.Name, f.FieldType.ToString().Replace("[]", ""), ((System.Array)f.GetValue(src)).GetLength(0)));
                    for (int idx = 0; idx < ((System.Array)f.GetValue(src)).GetLength(0); idx++)
                    {
                        retS.Append(DumpObject(((System.Array)f.GetValue(src)).GetValue(idx), string.Format("{0}.{1}[{2}]", name, f.Name, idx), tabDepth + 1, false));
                    }
                }
                else if (f.FieldType == typeof(Gaia.HeightMap) || f.FieldType == typeof(Gaia.UnityHeightMap))
                {
                    //Dont export
                }
                else if (f.FieldType == typeof(UnityEngine.Transform))
                {
                    //Dont export
                }
                else if (f.FieldType == typeof(UnityEngine.LayerMask))
                {
                    //Dont export
                }
                else if (f.FieldType == typeof(System.Random))
                {
                    //Dont export
                }
                else if (f.FieldType == typeof(System.Collections.IEnumerator))
                {
                    //Dont export
                }
                else if (f.FieldType == typeof(UnityEngine.Bounds))
                {
                    //Dont export
                }
                else
                {
                    retS.AppendLine(string.Format("{0}// ******* {1} {2} = {3};", tabs, name, f.FieldType, f.Name, f.GetValue(src)));
                }
            }
            return(retS.ToString());
        }
コード例 #6
0
        /// <summary>
        /// Extract and save the resources file
        /// </summary>
        /// <param name="writer"></param>
        /// <param name="source"></param>
        private void SaveResources(StreamWriter writer, GaiaResource source)
        {
            if (writer == null)
            {
                Debug.LogError("Can not write resources, writer not supplied.");
                return;
            }
            if (source == null)
            {
                Debug.LogError("Can not write resources, resources not supplied.");
                return;
            }

            //Create extraction path
            string path = "Assets/GaiaExtensions/";

            if (!Directory.Exists(path))
            {
                Directory.CreateDirectory(path);
            }
            path += m_extensionName + "/";
            if (!Directory.Exists(path))
            {
                Directory.CreateDirectory(path);
            }
            path += Path.GetFileName(AssetDatabase.GetAssetPath(source.GetInstanceID()));

            GaiaResource resources = ScriptableObject.CreateInstance <Gaia.GaiaResource>();

            AssetDatabase.CreateAsset(resources, path);
            resources.m_beachHeight   = source.m_beachHeight;
            resources.m_name          = source.m_name;
            resources.m_resourcesID   = source.m_resourcesID;
            resources.m_seaLevel      = source.m_seaLevel;
            resources.m_terrainHeight = source.m_terrainHeight;

            //Iterate through the prototypes
            SpawnCritera         srcCrit, newCrit;
            ResourceProtoTexture srcTex, newTex;

            resources.m_texturePrototypes = new ResourceProtoTexture[source.m_texturePrototypes.GetLength(0)];
            for (int resIdx = 0; resIdx < source.m_texturePrototypes.GetLength(0); resIdx++)
            {
                srcTex              = source.m_texturePrototypes[resIdx];
                newTex              = new ResourceProtoTexture();
                newTex.m_metalic    = srcTex.m_metalic;
                newTex.m_name       = srcTex.m_name;
                newTex.m_normal     = srcTex.m_normal;
                newTex.m_offsetX    = srcTex.m_offsetX;
                newTex.m_offsetY    = srcTex.m_offsetY;
                newTex.m_sizeX      = srcTex.m_sizeX;
                newTex.m_sizeY      = srcTex.m_sizeY;
                newTex.m_smoothness = srcTex.m_smoothness;
                newTex.m_texture    = srcTex.m_texture;

                newTex.m_spawnCriteria = new SpawnCritera[srcTex.m_spawnCriteria.GetLength(0)];
                for (int critIdx = 0; critIdx < srcTex.m_spawnCriteria.GetLength(0); critIdx++)
                {
                    srcCrit = srcTex.m_spawnCriteria[critIdx];

                    newCrit = new SpawnCritera();
                    newCrit.m_checkHeight      = srcCrit.m_checkHeight;
                    newCrit.m_checkProximity   = srcCrit.m_checkProximity;
                    newCrit.m_checkSlope       = srcCrit.m_checkSlope;
                    newCrit.m_checkTexture     = srcCrit.m_checkTexture;
                    newCrit.m_checkType        = srcCrit.m_checkType;
                    newCrit.m_heightFitness    = srcCrit.m_heightFitness;
                    newCrit.m_isActive         = srcCrit.m_isActive;
                    newCrit.m_matchingTextures = srcCrit.m_matchingTextures;
                    newCrit.m_maxHeight        = srcCrit.m_maxHeight;

                    newTex.m_spawnCriteria[critIdx] = newCrit;
                }
                resources.m_texturePrototypes[resIdx] = newTex;
            }
        }
コード例 #7
0
        public override void OnInspectorGUI()
        {
            //Get our stamper
            m_stamper = (Stamper)target;

            //Init editor utils
            m_editorUtils.Initialize();

            //Set up the box style
            if (m_boxStyle == null)
            {
                m_boxStyle = new GUIStyle(GUI.skin.box);
                m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
                m_boxStyle.fontStyle        = FontStyle.Bold;
                m_boxStyle.alignment        = TextAnchor.UpperLeft;
            }

            //Setup the wrap style
            if (m_wrapStyle == null)
            {
                m_wrapStyle          = new GUIStyle(GUI.skin.label);
                m_wrapStyle.wordWrap = true;
            }

            //Draw the intro
            m_editorUtils.DrawIntro("Stamper", "The stamper allows you to stamp features into your terrain. Click here to see a tutorial.", "http://www.procedural-worlds.com/gaia/tutorials/stamper-introduction/");

            //Disable if spawning
            if (m_stamper.m_stampComplete != true && !m_stamper.m_cancelStamp)
            {
                GUI.enabled = false;
            }

            EditorGUI.BeginChangeCheck();

            GUILayout.BeginVertical("Operations:", m_boxStyle);
            GUILayout.Space(20);
            Texture2D    feature   = (Texture2D)EditorGUILayout.ObjectField(GetLabel("Stamp Preview"), m_stamper.m_stampPreviewImage, typeof(Texture2D), false);
            GaiaResource resources = (GaiaResource)EditorGUILayout.ObjectField(GetLabel("Resources"), m_stamper.m_resources, typeof(GaiaResource), false);

            Gaia.GaiaConstants.FeatureOperation operation = (Gaia.GaiaConstants.FeatureOperation)EditorGUILayout.EnumPopup(GetLabel("Operation Type"), m_stamper.m_stampOperation);
            float stencilHeight = m_stamper.m_stencilHeight;

            if (operation == GaiaConstants.FeatureOperation.StencilHeight)
            {
                stencilHeight = EditorGUILayout.Slider(GetLabel("Stencil Height"), m_stamper.m_stencilHeight, -1000f, 1000f);
            }
            float blendStrength = m_stamper.m_blendStrength;

            if (operation == GaiaConstants.FeatureOperation.BlendHeight)
            {
                blendStrength = EditorGUILayout.Slider(GetLabel("Blend Strength"), m_stamper.m_blendStrength, 0f, 1f);
            }
            //GUILayout.Label(stamper.m_feature, GUILayout.Width(200f), GUILayout.Height(200f) );
            AnimationCurve heightModifier   = EditorGUILayout.CurveField(GetLabel("Transform Height"), m_stamper.m_heightModifier);
            int            smoothIterations = m_stamper.m_smoothIterations = EditorGUILayout.IntSlider(GetLabel("Smooth Stamp"), m_stamper.m_smoothIterations, 0, 10);
            bool           normaliseStamp   = EditorGUILayout.Toggle(GetLabel("Normalise Stamp"), m_stamper.m_normaliseStamp);
            bool           invertStamp      = EditorGUILayout.Toggle(GetLabel("Invert Stamp"), m_stamper.m_invertStamp);

            GUILayout.EndVertical();

            GUILayout.BeginVertical("Position, Rotate and Scale:", m_boxStyle);
            GUILayout.Space(20);
            //GUILayout.Label("Operation:", EditorStyles.boldLabel);
            float x = EditorGUILayout.Slider(GetLabel("Position X"), m_stamper.m_x, m_minX, m_maxX);
            float y = m_stamper.m_y;

            if (!m_stamper.m_stickBaseToGround)
            {
                y = EditorGUILayout.Slider(GetLabel("Position Y"), m_stamper.m_y, m_minY, m_maxY);
            }
            float z                 = EditorGUILayout.Slider(GetLabel("Position Z"), m_stamper.m_z, m_minZ, m_maxZ);
            float rotation          = EditorGUILayout.Slider(GetLabel("Rotation"), m_stamper.m_rotation, -180f, 180f);
            float width             = EditorGUILayout.Slider(GetLabel("Width"), m_stamper.m_width, 0.1f, 200f);
            float height            = EditorGUILayout.Slider(GetLabel("Height"), m_stamper.m_height, 0.1f, 100f);
            float baseLevel         = EditorGUILayout.Slider(GetLabel("Base Level"), m_stamper.m_baseLevel, 0f, 1f);
            bool  stickBaseToGround = EditorGUILayout.Toggle(GetLabel("Ground Base"), m_stamper.m_stickBaseToGround);
            bool  stampBase         = EditorGUILayout.Toggle(GetLabel("Stamp Base"), m_stamper.m_drawStampBase);
            bool  showBase          = EditorGUILayout.Toggle(GetLabel("Show Base"), m_stamper.m_showBase);

            GUILayout.EndVertical();

            GUILayout.BeginVertical("Masks:", m_boxStyle);
            GUILayout.Space(20);
            //GUILayout.Label("Masks:", EditorStyles.boldLabel);
            AnimationCurve distanceMask = EditorGUILayout.CurveField(GetLabel("Distance Mask"), m_stamper.m_distanceMask);

            Gaia.GaiaConstants.ImageFitnessFilterMode areaMaskMode = (Gaia.GaiaConstants.ImageFitnessFilterMode)EditorGUILayout.EnumPopup(GetLabel("Area Mask"), m_stamper.m_areaMaskMode);
            Texture2D imageMask          = m_stamper.m_imageMask;
            bool      imageMaskInvert    = m_stamper.m_imageMaskInvert;
            bool      imageMaskNormalise = m_stamper.m_imageMaskNormalise;
            bool      imageMaskFlip      = m_stamper.m_imageMaskFlip;

            float noiseMaskSeed        = m_stamper.m_noiseMaskSeed;
            int   noiseMaskOctaves     = m_stamper.m_noiseMaskOctaves;
            float noiseMaskPersistence = m_stamper.m_noiseMaskPersistence;
            float noiseMaskFrequency   = m_stamper.m_noiseMaskFrequency;
            float noiseMaskLacunarity  = m_stamper.m_noiseMaskLacunarity;
            float noiseZoom            = m_stamper.m_noiseZoom;

            int imageMaskSmoothIterations = m_stamper.m_imageMaskSmoothIterations;

            if (areaMaskMode == GaiaConstants.ImageFitnessFilterMode.ImageAlphaChannel ||
                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.ImageBlueChannel ||
                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.ImageGreenChannel ||
                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.ImageGreyScale ||
                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.ImageRedChannel)
            {
                imageMask = (Texture2D)EditorGUILayout.ObjectField(GetLabel("Image Mask"), m_stamper.m_imageMask, typeof(Texture2D), false);
            }
            else if (areaMaskMode == GaiaConstants.ImageFitnessFilterMode.PerlinNoise || areaMaskMode == GaiaConstants.ImageFitnessFilterMode.RidgedNoise ||
                     areaMaskMode == GaiaConstants.ImageFitnessFilterMode.BillowNoise)
            {
                noiseMaskSeed        = EditorGUILayout.Slider(GetLabel("Noise Seed"), noiseMaskSeed, 0f, 65000f);
                noiseMaskOctaves     = EditorGUILayout.IntSlider(GetLabel("Octaves"), noiseMaskOctaves, 1, 12);
                noiseMaskPersistence = EditorGUILayout.Slider(GetLabel("Persistence"), noiseMaskPersistence, 0f, 1f);
                noiseMaskFrequency   = EditorGUILayout.Slider(GetLabel("Frequency"), noiseMaskFrequency, 0f, 1f);
                noiseMaskLacunarity  = EditorGUILayout.Slider(GetLabel("Lacunarity"), noiseMaskLacunarity, 1.5f, 3.5f);
                noiseZoom            = EditorGUILayout.Slider(GetLabel("Zoom"), noiseZoom, 1f, 1000f);
            }

            if (areaMaskMode != GaiaConstants.ImageFitnessFilterMode.None)
            {
                imageMaskSmoothIterations = EditorGUILayout.IntSlider(GetLabel("Smooth Mask"), m_stamper.m_imageMaskSmoothIterations, 0, 20);
                imageMaskNormalise        = EditorGUILayout.Toggle(GetLabel("Normalise Mask"), m_stamper.m_imageMaskNormalise);
                imageMaskInvert           = EditorGUILayout.Toggle(GetLabel("Invert Mask"), m_stamper.m_imageMaskInvert);
                imageMaskFlip             = EditorGUILayout.Toggle(GetLabel("Flip Mask"), m_stamper.m_imageMaskFlip);
            }
            GUILayout.EndVertical();

            GUILayout.BeginVertical("Helpers:", m_boxStyle);
            GUILayout.Space(20);
            //GUILayout.Label("Helpers:", EditorStyles.boldLabel);
            if (m_stamper.m_resources != null)
            {
                EditorGUILayout.LabelField("Sea Level", m_stamper.m_resources.m_seaLevel.ToString() + " m");
            }
            bool showSeaLevel = EditorGUILayout.Toggle(GetLabel("Show Sea Level"), m_stamper.m_showSeaLevel);
            //Color gizmoColour = EditorGUILayout.ColorField(GetLabel("Gizmo Colour"), m_stamper.m_gizmoColour);
            bool alwaysShow        = EditorGUILayout.Toggle(GetLabel("Always Show Stamper"), m_stamper.m_alwaysShow);
            bool showRulers        = m_stamper.m_showRulers = EditorGUILayout.Toggle(GetLabel("Show Rulers"), m_stamper.m_showRulers);
            bool showTerrainHelper = m_stamper.m_showTerrainHelper = EditorGUILayout.Toggle(GetLabel("Show Terrain Helper"), m_stamper.m_showTerrainHelper);

            GUILayout.EndVertical();

            //Check for changes, make undo record, make changes and let editor know we are dirty
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(m_stamper, "Made changes");

                //Check to see if we need to load a new stamp
                if (feature != null)
                {
                    if (m_stamper.m_stampPreviewImage == null)
                    {
                        m_stamper.m_stampPreviewImage = feature;
                        m_stamper.LoadStamp();
                        m_stamper.FitToTerrain();
                        baseLevel = m_stamper.m_baseLevel;
                        width     = m_stamper.m_width;
                        height    = m_stamper.m_height;
                        rotation  = m_stamper.m_rotation;
                        x         = m_stamper.m_x;
                        y         = m_stamper.m_y;
                        z         = m_stamper.m_z;
                    }
                    else if (m_stamper.m_stampPreviewImage.GetInstanceID() != feature.GetInstanceID())
                    {
                        m_stamper.m_stampPreviewImage = feature;
                        m_stamper.LoadStamp();
                        baseLevel = m_stamper.m_baseLevel;
                    }
                }

                //And invert it
                if (m_stamper.m_invertStamp != invertStamp)
                {
                    m_stamper.m_invertStamp = invertStamp;
                    m_stamper.InvertStamp();
                }

                //And normalise it
                if (m_stamper.m_normaliseStamp != normaliseStamp)
                {
                    m_stamper.m_normaliseStamp = normaliseStamp;
                    if (normaliseStamp)
                    {
                        m_stamper.NormaliseStamp();
                    }
                    else
                    {
                        m_stamper.LoadStamp();
                        baseLevel = m_stamper.m_baseLevel;
                    }
                }

                m_stamper.m_heightModifier   = heightModifier;
                m_stamper.m_drawStampBase    = stampBase;
                m_stamper.m_stampOperation   = operation;
                m_stamper.m_blendStrength    = blendStrength;
                m_stamper.m_stencilHeight    = stencilHeight;
                m_stamper.m_distanceMask     = distanceMask;
                m_stamper.m_smoothIterations = smoothIterations;
                m_stamper.m_resources        = resources;
                m_stamper.m_x                         = x;
                m_stamper.m_y                         = y;
                m_stamper.m_z                         = z;
                m_stamper.m_width                     = width;
                m_stamper.m_height                    = height;
                m_stamper.m_rotation                  = rotation;
                m_stamper.m_stickBaseToGround         = stickBaseToGround;
                m_stamper.m_alwaysShow                = alwaysShow;
                m_stamper.m_showSeaLevel              = showSeaLevel;
                m_stamper.m_baseLevel                 = baseLevel;
                m_stamper.m_showBase                  = showBase;
                m_stamper.m_showRulers                = showRulers;
                m_stamper.m_showTerrainHelper         = showTerrainHelper;
                m_stamper.m_areaMaskMode              = areaMaskMode;
                m_stamper.m_imageMask                 = imageMask;
                m_stamper.m_imageMaskInvert           = imageMaskInvert;
                m_stamper.m_imageMaskNormalise        = imageMaskNormalise;
                m_stamper.m_imageMaskFlip             = imageMaskFlip;
                m_stamper.m_imageMaskSmoothIterations = imageMaskSmoothIterations;

                m_stamper.m_noiseMaskSeed        = noiseMaskSeed;
                m_stamper.m_noiseMaskOctaves     = noiseMaskOctaves;
                m_stamper.m_noiseMaskPersistence = noiseMaskPersistence;
                m_stamper.m_noiseMaskFrequency   = noiseMaskFrequency;
                m_stamper.m_noiseMaskLacunarity  = noiseMaskLacunarity;
                m_stamper.m_noiseZoom            = noiseZoom;

                //Update the stamp calcs
                m_stamper.UpdateStamp();

                EditorUtility.SetDirty(m_stamper);
            }

            //Terrain control
            if (showTerrainHelper)
            {
                GUILayout.BeginVertical("Terrain Helper", m_boxStyle);
                GUILayout.Space(20);

                if (GUILayout.Button(GetLabel("Show Terrain Utilities")))
                {
                    var export = EditorWindow.GetWindow <GaiaTerrainExplorerEditor>(false, "Terrain Utilities");
                    export.Show();
                }

                GUILayout.BeginHorizontal();
                if (GUILayout.Button(GetLabel("Flatten")))
                {
                    if (EditorUtility.DisplayDialog("Flatten Terrain tiles ?", "Are you sure you want to flatten all terrain tiles - this can not be undone ?", "Yes", "No"))
                    {
                        m_stamper.FlattenTerrain();
                    }
                }

                if (GUILayout.Button(GetLabel("Smooth")))
                {
                    if (EditorUtility.DisplayDialog("Smooth Terrain tiles ?", "Are you sure you want to smooth all terrain tiles - this can not be undone ?", "Yes", "No"))
                    {
                        m_stamper.SmoothTerrain();
                    }
                }
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();

                if (GUILayout.Button(GetLabel("Clear Trees")))
                {
                    if (EditorUtility.DisplayDialog("Clear Terrain trees ?", "Are you sure you want to clear all terrain trees - this can not be undone ?", "Yes", "No"))
                    {
                        m_stamper.ClearTrees();
                    }
                }
                if (GUILayout.Button(GetLabel("Clear Details")))
                {
                    if (EditorUtility.DisplayDialog("Clear Terrain details ?", "Are you sure you want to clear all terrain details - this can not be undone ?", "Yes", "No"))
                    {
                        m_stamper.ClearDetails();
                    }
                }

                GUILayout.EndHorizontal();
                GUILayout.Space(5);
                GUILayout.EndVertical();
            }


            //Regardless, re-enable the spawner controls
            GUI.enabled = true;

            //Display progress
            if (m_stamper.m_stampComplete != true && !m_stamper.m_cancelStamp)
            {
                GUILayout.BeginVertical("Stamp Controller", m_boxStyle);
                GUILayout.Space(20);
                GUILayout.BeginHorizontal();
                if (GUILayout.Button(GetLabel("Cancel")))
                {
                    m_stamper.CancelStamp();
                }
                GUILayout.EndHorizontal();
                GUILayout.Space(5);
                GUILayout.EndVertical();
                ProgressBar(string.Format("Progress ({0:0.0}%)", m_stamper.m_stampProgress * 100f), m_stamper.m_stampProgress);
            }
            else
            {
                //Stamp control
                GUILayout.BeginVertical("Stamp Controller", m_boxStyle);
                GUILayout.Space(20);
                if (!m_stamper.CanPreview())
                {
                    GUI.enabled = false;
                }

                GUILayout.BeginHorizontal();
                if (GUILayout.Button(GetLabel("Ground")))
                {
                    m_stamper.AlignToGround();
                    m_stamper.UpdateStamp();
                }
                if (GUILayout.Button(GetLabel("Fit To Terrain")))
                {
                    m_stamper.FitToTerrain();
                    m_stamper.UpdateStamp();
                }
                GUILayout.EndHorizontal();

                GUILayout.BeginHorizontal();
                if (GUILayout.Button(GetLabel("Preview")))
                {
                    m_stamper.TogglePreview();
                }
                GUI.enabled = true;
                if (m_stamper.m_stampPreviewImage == null)
                {
                    GUI.enabled = false;
                }
                if (GUILayout.Button(GetLabel("Stamp")))
                {
                    //Check that they have a single selected terrain
                    if (Gaia.TerrainHelper.GetActiveTerrainCount() != 1)
                    {
                        EditorUtility.DisplayDialog("OOPS!", "You must have only one active terrain in order to use a Spawner. Please either add a terrain, or deactivate all but one terrain.", "OK");
                    }
                    else
                    {
                        //Check that the centre of the terrain is at 0,0,0, and offer to move
                        bool    isCentred = true;
                        Bounds  b         = new Bounds();
                        Terrain terrain   = Gaia.TerrainHelper.GetActiveTerrain();
                        Gaia.TerrainHelper.GetTerrainBounds(terrain, ref b);
                        if ((b.center.x != 0f) || (b.min.y != 0f) || (b.center.z != 0f))
                        {
                            isCentred = false;
                            if (EditorUtility.DisplayDialog("OOPS!", "The terrain must be centered at 0,0,0 for stamping to work properly. Would you like GAIA to move it for you? You will need to reposition your stamp after this to adjust for the movement. You can move the terrain back to its original position after you have finished with the stamper.", "OK", "Cancel"))
                            {
                                terrain.transform.position = new Vector3(b.extents.x * -1f, 0f, b.extents.z * -1f);
                            }
                        }

                        if (isCentred)
                        {
                            //Check that they are not using terrain based mask - this can give unexpected results
                            if (areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture0 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture1 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture2 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture3 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture4 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture5 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture6 ||
                                areaMaskMode == GaiaConstants.ImageFitnessFilterMode.TerrainTexture7
                                )
                            {
                                //Do an alert and fix if necessary
                                if (!m_stamper.IsFitToTerrain())
                                {
                                    if (EditorUtility.DisplayDialog("WARNING!", "This feature requires your stamp to be Fit To Terrain in order to guarantee correct placement.", "Stamp Anyway", "Cancel"))
                                    {
                                        m_stamper.Stamp();
                                    }
                                }
                                else
                                {
                                    m_stamper.Stamp();
                                }
                            }
                            else
                            {
                                m_stamper.Stamp();
                            }
                        }
                    }
                }
                GUI.enabled = true;

                if (m_stamper.CanRedo())
                {
                    if (GUILayout.Button(GetLabel("Redo")))
                    {
                        m_stamper.Redo();
                    }
                }
                else
                {
                    if (!m_stamper.CanUndo())
                    {
                        GUI.enabled = false;
                    }

                    if (GUILayout.Button(GetLabel("Undo")))
                    {
                        m_stamper.Undo();
                    }
                }

                GUI.enabled = true;

                GUILayout.EndHorizontal();
                GUILayout.Space(5);
                GUILayout.EndVertical();

                GUILayout.Space(5f);
            }
        }
コード例 #8
0
        /// <summary>
        /// Create a terrain tile based on these settings
        /// </summary>
        /// <param name="tx">X location</param>
        /// <param name="tz">Z location</param>
        /// <param name="world">The array managing it</param>
        private void CreateTile(int tx, int tz, ref Terrain[,] world, GaiaResource resources)
        {
            if (tx < 0 || tx >= m_tilesX)
            {
                Debug.LogError("X value out of bounds");
                return;
            }

            if (tz < 0 || tz >= m_tilesZ)
            {
                Debug.LogError("Z value out of bounds");
                return;
            }

            //Look for issues in the terrain settings and fix them
            GetAndFixDefaults();

            //this will center terrain at origin
            Vector2 m_offset = new Vector2(-m_terrainSize * m_tilesX * 0.5f, -m_terrainSize * m_tilesZ * 0.5f);

            //create the terrains if they dont already exist
            if (world.Length < m_tilesX)
            {
                world = new Terrain[m_tilesX, m_tilesZ];
            }

            //Create the terrain
            Terrain     terrain;
            TerrainData terrainData = new TerrainData();

            terrainData.name = string.Format("Terrain_{0}_{1}-{2:yyyyMMdd-HHmmss}", tx, tz, DateTime.Now);
            terrainData.alphamapResolution = m_controlTextureResolution;
            terrainData.baseMapResolution  = m_baseMapSize;
            terrainData.SetDetailResolution(m_detailResolution, m_detailResolutionPerPatch);
            terrainData.heightmapResolution = m_heightmapResolution;
            //terrainData.physicsMaterial = m_physicsMaterial;
            terrainData.wavingGrassAmount   = m_bending;
            terrainData.wavingGrassSpeed    = m_size;
            terrainData.wavingGrassStrength = m_speed;
            terrainData.wavingGrassTint     = m_grassTint;
            terrainData.size = new Vector3(m_terrainSize, m_terrainHeight, m_terrainSize);

#if UNITY_EDITOR
            AssetDatabase.CreateAsset(terrainData, string.Format("Assets/{0}.asset", terrainData.name));
#endif

            terrain      = Terrain.CreateTerrainGameObject(terrainData).GetComponent <Terrain>();
            terrain.name = terrainData.name;
            terrain.transform.position =
                new Vector3(m_terrainSize * tx + m_offset.x, 0, m_terrainSize * tz + m_offset.y);
            terrain.basemapDistance = m_baseMapDist;
#if UNITY_2019_1_OR_NEWER
            terrain.shadowCastingMode = m_shaodwCastingMode;
#else
            terrain.castShadows = m_castShadows;
#endif
            terrain.detailObjectDensity     = m_detailDensity;
            terrain.detailObjectDistance    = m_detailDistance;
            terrain.heightmapPixelError     = m_pixelError;
            terrain.treeBillboardDistance   = m_billboardStart;
            terrain.treeCrossFadeLength     = m_fadeLength;
            terrain.treeDistance            = m_treeDistance;
            terrain.treeMaximumFullLODCount = m_maxMeshTrees;
#if UNITY_EDITOR
            GameObjectUtility.SetStaticEditorFlags(terrain.gameObject,
                                                   StaticEditorFlags.BatchingStatic | StaticEditorFlags.NavigationStatic |
                                                   StaticEditorFlags.OccludeeStatic | StaticEditorFlags.OccluderStatic |
                                                   StaticEditorFlags.OffMeshLinkGeneration | StaticEditorFlags.ReflectionProbeStatic | StaticEditorFlags.LightmapStatic
                                                   );
            terrain.bakeLightProbesForTrees = false;
#if UNITY_2018_3_OR_NEWER
            terrain.drawInstanced = true;
#endif
#endif

            GaiaConstants.EnvironmentRenderer rendererType = GaiaConstants.EnvironmentRenderer.BuiltIn;
            GaiaSettings gaiaSettings = GaiaUtils.GetGaiaSettings();
            if (gaiaSettings != null)
            {
                rendererType = gaiaSettings.m_currentRenderer;
#if !UNITY_2018_1_OR_NEWER
                rendererType = GaiaConstants.EnvironmentRenderer.BuiltIn;
#endif
            }

            if (rendererType == GaiaConstants.EnvironmentRenderer.BuiltIn)
            {
                if (m_material != null)
                {
#if UNITY_EDITOR
                    GaiaPipelineUtils.SetupPipeline(rendererType, null, null, null, "Procedural Worlds/Simple Water", false);
#endif
                }
            }
            else
            {
                terrain.materialType = Terrain.MaterialType.Custom;
                if (rendererType == GaiaConstants.EnvironmentRenderer.LightWeight2018x)
                {
#if UNITY_EDITOR && UNITY_2018_3_OR_NEWER
                    GaiaPipelineUtils.SetupPipeline(rendererType, "Procedural Worlds Lightweight Pipeline Profile", "Pipeline Terrain Material", "Lightweight Render Pipeline/Terrain/Lit", "Procedural Worlds/Simple Water LW", false);
#else
                    Debug.LogWarning("Lightweight Pipeline is only supposted in 2018.3 or newer");
#endif
                }
                else
                {
#if UNITY_EDITOR && UNITY_2018_3_OR_NEWER
                    GaiaPipelineUtils.SetupPipeline(rendererType, "Procedural Worlds HDRenderPipelineAsset", "Pipeline Terrain Material", "HDRP/TerrainLit", "Procedural Worlds/Simple Water HD", false);
#else
                    Debug.LogWarning("Lightweight Pipeline is only supposted in 2018.3 or newer");
#endif
                }
            }

            if (m_physicsMaterial != null)
            {
                TerrainCollider collider = terrain.GetComponent <TerrainCollider>();
                if (collider != null)
                {
                    collider.material = m_physicsMaterial;
                }
                else
                {
                    Debug.LogWarning("Unable to assign physics material to terrain!");
                }
            }

            //Assign prototypes
            if (resources != null)
            {
                resources.ApplyPrototypesToTerrain(terrain);
            }
            else
            {
                terrain.Flush();
            }

            //Save the new tile
            world[tx, tz] = terrain;

            //Parent it to the environment
            GameObject gaiaObj = GameObject.Find("Gaia Environment");
            if (gaiaObj == null)
            {
                gaiaObj = new GameObject("Gaia Environment");
            }
            terrain.transform.parent = gaiaObj.transform;
        }
コード例 #9
0
        /// <summary>
        /// Create a terrain tile based on these settings
        /// </summary>
        /// <param name="tx">X location</param>
        /// <param name="tz">Z location</param>
        /// <param name="world">The array managing it</param>
        private void CreateTile(int tx, int tz, ref Terrain[,] world, GaiaResource resources)
        {
            if (tx < 0 || tx >= m_tilesX)
            {
                Debug.LogError("X value out of bounds");
                return;
            }

            if (tz < 0 || tz >= m_tilesZ)
            {
                Debug.LogError("Z value out of bounds");
                return;
            }

            //Look for issues in the terrain settings and fix them
            GetAndFixDefaults();

            //this will center terrain at origin
            Vector2 m_offset = new Vector2(-m_terrainSize * m_tilesX * 0.5f, -m_terrainSize * m_tilesZ * 0.5f);

            //create the terrains if they dont already exist
            if (world.Length < m_tilesX)
            {
                world = new Terrain[m_tilesX, m_tilesZ];
            }

            //Create the terrain
            Terrain     terrain;
            TerrainData terrainData = new TerrainData();

            terrainData.name = string.Format("Terrain_{0}_{1}-{2:yyyyMMdd-HHmmss}", tx, tz, DateTime.Now);
            terrainData.alphamapResolution = m_controlTextureResolution;
            terrainData.baseMapResolution  = m_baseMapSize;
            terrainData.SetDetailResolution(m_detailResolution, m_detailResolutionPerPatch);
            terrainData.heightmapResolution = m_heightmapResolution;
            //terrainData.physicsMaterial = m_physicsMaterial;
            terrainData.wavingGrassAmount   = m_bending;
            terrainData.wavingGrassSpeed    = m_size;
            terrainData.wavingGrassStrength = m_speed;
            terrainData.wavingGrassTint     = m_grassTint;
            terrainData.size = new Vector3(m_terrainSize, m_terrainHeight, m_terrainSize);

            #if UNITY_EDITOR
            AssetDatabase.CreateAsset(terrainData, string.Format("Assets/{0}.asset", terrainData.name));
            #endif

            terrain      = Terrain.CreateTerrainGameObject(terrainData).GetComponent <Terrain>();
            terrain.name = terrainData.name;
            terrain.transform.position      = new Vector3(m_terrainSize * tx + m_offset.x, 0, m_terrainSize * tz + m_offset.y);
            terrain.basemapDistance         = m_baseMapDist;
            terrain.castShadows             = m_castShadows;
            terrain.detailObjectDensity     = m_detailDensity;
            terrain.detailObjectDistance    = m_detailDistance;
            terrain.heightmapPixelError     = m_pixelError;
            terrain.treeBillboardDistance   = m_billboardStart;
            terrain.treeCrossFadeLength     = m_fadeLength;
            terrain.treeDistance            = m_treeDistance;
            terrain.treeMaximumFullLODCount = m_maxMeshTrees;
            if (m_material != null)
            {
                terrain.materialType     = Terrain.MaterialType.Custom;
                terrain.materialTemplate = m_material;
            }
            if (m_physicsMaterial != null)
            {
                TerrainCollider collider = terrain.GetComponent <TerrainCollider>();
                if (collider != null)
                {
                    collider.material = m_physicsMaterial;
                }
                else
                {
                    Debug.LogWarning("Unable to assign physics material to terrain!");
                }
            }

            //Assign prototypes
            if (resources != null)
            {
                resources.ApplyPrototypesToTerrain(terrain);
            }
            else
            {
                terrain.Flush();
            }

            //Save the new tile
            world[tx, tz] = terrain;

            //Parent it to the environment
            GameObject gaiaObj = GameObject.Find("Gaia Environment");
            if (gaiaObj == null)
            {
                gaiaObj = new GameObject("Gaia Environment");
            }
            terrain.transform.parent = gaiaObj.transform;
        }
コード例 #10
0
        public override void OnInspectorGUI()
        {
            //Get our resource
            m_resource = (GaiaResource)target;

            //Set up the box style
            if (m_boxStyle == null)
            {
                m_boxStyle = new GUIStyle(GUI.skin.box);
                m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
                m_boxStyle.fontStyle        = FontStyle.Bold;
                m_boxStyle.alignment        = TextAnchor.UpperLeft;
            }

            //Setup the wrap style
            if (m_wrapStyle == null)
            {
                m_wrapStyle          = new GUIStyle(GUI.skin.label);
                m_wrapStyle.wordWrap = true;
            }

            //Create a nice text intro
            GUILayout.BeginVertical("Gaia Resource", m_boxStyle);
            GUILayout.Space(20);
            //EditorGUILayout.LabelField("The resource manager allows you to manage the resources used by your terrain and spawner. To see what every setting does you can hover over it.\n\nGet From Terrain - Pick up resources and settings from the current terrain.\n\nUpdate DNA - Updates DNA for all resources and automatically calculate sizes.\n\nApply To Terrain - Apply terrain specific settings such as texture, detail and tree prototypes back into the terrain. Prefab this settings to save time creating your next terrain.", m_wrapStyle);
            EditorGUILayout.LabelField("These are the resources used by the Spawning & Stamping system. Create a terrain, add textures, details and trees, then press Get Resources From Terrain to load. To see how the settings influence the system you can hover over them.", m_wrapStyle);
            GUILayout.EndVertical();

            float oldSeaLevel = m_resource.m_seaLevel;
            float oldHeight   = m_resource.m_terrainHeight;

            EditorGUI.BeginChangeCheck();

            DrawDefaultInspector();

            DropAreaGUI();

            GUILayout.BeginVertical("Resource Controller", m_boxStyle);
            GUILayout.Space(20);

            if (GUILayout.Button(GetLabel("Set Asset Associations")))
            {
                if (EditorUtility.DisplayDialog("Set Asset Associations", "This will update your asset associations and can not be undone ! Here temporarily until hidden.", "Yes", "No"))
                {
                    if (m_resource.SetAssetAssociations())
                    {
                        EditorUtility.SetDirty(m_resource);
                    }
                }
            }


            if (GUILayout.Button(GetLabel("Associate Assets")))
            {
                if (EditorUtility.DisplayDialog("Associate Assets", "This will locate and associate the first resource found that matches your asset and can not be undone !", "Yes", "No"))
                {
                    if (m_resource.AssociateAssets())
                    {
                        EditorUtility.SetDirty(m_resource);
                    }
                }
            }


            if (GUILayout.Button(GetLabel("Get Resources From Terrain")))
            {
                if (EditorUtility.DisplayDialog("Get Resources from Terrain ?", "Are you sure you want to get / update your resource prototypes from the terrain ? This will update your settings and can not be undone !", "Yes", "No"))
                {
                    m_resource.UpdatePrototypesFromTerrain();
                    EditorUtility.SetDirty(m_resource);
                }
            }

            if (GUILayout.Button(GetLabel("Replace Resources In Terrains")))
            {
                if (EditorUtility.DisplayDialog("Replace Resources in ALL Terrains ?", "Are you sure you want to replace the resources in ALL terrains with these? This can not be undone !", "Yes", "No"))
                {
                    m_resource.ApplyPrototypesToTerrain();
                }
            }

            if (GUILayout.Button(GetLabel("Add Missing Resources To Terrains")))
            {
                if (EditorUtility.DisplayDialog("Add Missing Resources to ALL Terrains ?", "Are you sure you want to add your missing resource prototypes to ALL terrains ? This can not be undone !", "Yes", "No"))
                {
                    m_resource.AddMissingPrototypesToTerrain();
                }
            }


            if (m_resource.m_texturePrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Coverage Texture Spawner")))
            {
                m_resource.CreateCoverageTextureSpawner(GetRangeFromTerrain(), GetTextureIncrementFromTerrain());
            }
            GUI.enabled = true;


            if (m_resource.m_detailPrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Clustered Grass Spawner")))
            {
                m_resource.CreateClusteredDetailSpawner(GetRangeFromTerrain(), GetDetailIncrementFromTerrain());
            }
            if (GUILayout.Button(GetLabel("Create Coverage Grass Spawner")))
            {
                m_resource.CreateCoverageDetailSpawner(GetRangeFromTerrain(), GetDetailIncrementFromTerrain());
            }
            GUI.enabled = true;


            if (m_resource.m_treePrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Clustered Terrain Tree Spawner")))
            {
                m_resource.CreateClusteredTreeSpawner(GetRangeFromTerrain());
            }
            if (GUILayout.Button(GetLabel("Create Coverage Terrain Tree Spawner")))
            {
                m_resource.CreateCoverageTreeSpawner(GetRangeFromTerrain());
            }
            GUI.enabled = true;

            if (m_resource.m_gameObjectPrototypes.GetLength(0) == 0)
            {
                GUI.enabled = false;
            }
            if (GUILayout.Button(GetLabel("Create Clustered Prefab Spawner")))
            {
                m_resource.CreateClusteredGameObjectSpawner(GetRangeFromTerrain());
            }
            if (GUILayout.Button(GetLabel("Create Coverage Prefab Spawner")))
            {
                m_resource.CreateCoverageGameObjectSpawner(GetRangeFromTerrain());
            }
            GUI.enabled = true;

            if (GUILayout.Button(GetLabel("Visualise")))
            {
                GameObject gaiaObj = GameObject.Find("Gaia");
                if (gaiaObj == null)
                {
                    gaiaObj = new GameObject("Gaia");
                }
                GameObject visualiserObj = GameObject.Find("Visualiser");
                if (visualiserObj == null)
                {
                    visualiserObj = new GameObject("Visualiser");
                    visualiserObj.AddComponent <ResourceVisualiser>();
                    visualiserObj.transform.parent = gaiaObj.transform;
                }
                ResourceVisualiser visualiser = visualiserObj.GetComponent <ResourceVisualiser>();
                visualiser.m_resources     = m_resource;
                Selection.activeGameObject = visualiserObj;
            }

            GUILayout.Space(5f);
            GUILayout.EndVertical();

            //Check for changes, make undo record, make changes and let editor know we are dirty
            if (EditorGUI.EndChangeCheck())
            {
                if (oldHeight != m_resource.m_terrainHeight)
                {
                    m_resource.ChangeHeight(oldHeight, m_resource.m_terrainHeight);
                }

                if (oldSeaLevel != m_resource.m_seaLevel)
                {
                    m_resource.ChangeSeaLevel(oldSeaLevel, m_resource.m_seaLevel);
                }
                Undo.RecordObject(m_resource, "Made resource changes");
                EditorUtility.SetDirty(m_resource);

                //Stop the save from going nuts
                if ((DateTime.Now - m_lastSaveDT).Seconds > 5)
                {
                    m_lastSaveDT = DateTime.Now;
                    AssetDatabase.SaveAssets();
                }
            }
        }
コード例 #11
0
        /// <summary>
        /// Takes a spawner preset list and assembles arrays with the new prototypes in them. If a reference Terrain is passed in, the arrays will contain the existing prototypes on the terrain + only the additional stuff from the preset list, no duplicates.
        /// </summary>
        /// <param name="spawnerPresetList"></param>
        /// <param name="terrainLayers"></param>
        /// <param name="terrainDetails"></param>
        /// <param name="terrainTrees"></param>
        /// <param name="referenceTerrain"></param>
        public static void GetPrototypes(List <BiomeSpawnerListEntry> spawnerPresetList, ref TerrainLayer[] terrainLayers, ref DetailPrototype[] terrainDetails, ref TreePrototype[] terrainTrees, Terrain referenceTerrain = null)
        {
            //Early out when no spawner preset list
            if (spawnerPresetList == null || spawnerPresetList.Count == 0)
            {
                return;
            }

            //collect the splat prototypes in a GaiaSplatPrototype List first, then build a terrain layer array from that later
            List <GaiaSplatPrototype> presetSplatPrototypes = new List <GaiaSplatPrototype>();
            List <DetailPrototype>    presetTerrainDetails  = new List <DetailPrototype>();
            List <TreePrototype>      presetTerrainTrees    = new List <TreePrototype>();


            //if there is a reference terrain, start by pre-filling those lists with the prototypes from the terrain
            if (referenceTerrain != null)
            {
                foreach (TerrainLayer layer in referenceTerrain.terrainData.terrainLayers)
                {
                    presetSplatPrototypes.Add(new GaiaSplatPrototype(layer));
                }
                foreach (DetailPrototype detailPrototype in referenceTerrain.terrainData.detailPrototypes)
                {
                    presetTerrainDetails.Add(detailPrototype);
                }
                foreach (TreePrototype treePrototype in referenceTerrain.terrainData.treePrototypes)
                {
                    presetTerrainTrees.Add(treePrototype);
                }
            }

            foreach (BiomeSpawnerListEntry preset in spawnerPresetList.Where(x => x.m_autoAssignPrototypes == true))
            {
                if (preset == null)
                {
                    //Skip entries missing information
                    continue;
                }

                if (preset.m_spawnerSettings == null)
                {
                    continue;
                }

                if (preset.m_spawnerSettings.m_resources == null)
                {
                    continue;
                }

                GaiaResource resources = preset.m_spawnerSettings.m_resources;
                foreach (SpawnRule sr in preset.m_spawnerSettings.m_spawnerRules)
                {
                    //skip if resource is not maintained properly (=null)
                    if (sr.ResourceIsNull(preset.m_spawnerSettings))
                    {
                        Debug.Log("Spawn Rule " + sr.m_name + " in " + preset.m_spawnerSettings.name + " has missing resources maintained. This rule might not work properly when spawning later.");
                        continue;
                    }

                    switch (sr.m_resourceType)
                    {
                    case GaiaConstants.SpawnerResourceType.TerrainTexture:
                        ResourceProtoTexture protoTexture = resources.m_texturePrototypes[sr.m_resourceIdx];
                        if (protoTexture != null)
                        {
                            GaiaSplatPrototype newSplat = new GaiaSplatPrototype();
                            newSplat.normalMap       = protoTexture.m_normal;
                            newSplat.normalScale     = protoTexture.m_normalScale;
                            newSplat.smoothness      = protoTexture.m_smoothness;
                            newSplat.metallic        = protoTexture.m_metallic;
                            newSplat.diffuseRemapMin = protoTexture.m_diffuseRemapMin;
                            newSplat.diffuseRemapMax = protoTexture.m_diffuseRemapMax;
                            newSplat.maskMapRemapMin = protoTexture.m_maskMapRemapMin;
                            newSplat.maskMapRemapMax = protoTexture.m_maskMapRemapMax;
                            newSplat.specularColor   = protoTexture.m_specularColor;
                            newSplat.tileOffset      = new Vector2(protoTexture.m_offsetX, protoTexture.m_offsetY);
                            newSplat.tileSize        = new Vector2(protoTexture.m_sizeX, protoTexture.m_sizeY);
                            newSplat.texture         = protoTexture.m_texture;
                            newSplat.maskMap         = protoTexture.m_maskmap;
                            //Only add as a new prototype if not a fully equal prototype already exists in the list
                            if (!presetSplatPrototypes.Exists(x => x.texture == newSplat.texture &&
                                                              x.normalMap == newSplat.normalMap &&
                                                              x.tileOffset == newSplat.tileOffset &&
                                                              x.tileSize == newSplat.tileSize
                                                              ))
                            {
                                presetSplatPrototypes.Add(newSplat);
                            }
                        }
                        break;

                    case GaiaConstants.SpawnerResourceType.TerrainDetail:
                        ResourceProtoDetail protoDetail = resources.m_detailPrototypes[sr.m_resourceIdx];
                        if (protoDetail != null)
                        {
                            DetailPrototype newTerrainDetail = new DetailPrototype();
                            newTerrainDetail.renderMode       = protoDetail.m_renderMode;
                            newTerrainDetail.prototypeTexture = protoDetail.m_detailTexture;
                            newTerrainDetail.prototype        = protoDetail.m_detailProtoype;
                            newTerrainDetail.dryColor         = protoDetail.m_dryColour;
                            newTerrainDetail.healthyColor     = protoDetail.m_healthyColour;
                            newTerrainDetail.maxHeight        = protoDetail.m_maxHeight;
                            newTerrainDetail.maxWidth         = protoDetail.m_maxWidth;
                            newTerrainDetail.minHeight        = protoDetail.m_minHeight;
                            newTerrainDetail.minWidth         = protoDetail.m_minWidth;
                            newTerrainDetail.noiseSpread      = protoDetail.m_noiseSpread;

                            if ((protoDetail.m_renderMode == DetailRenderMode.Grass && protoDetail.m_detailProtoype == null) || protoDetail.m_renderMode == DetailRenderMode.GrassBillboard)
                            {
                                if (!presetTerrainDetails.Exists(x => x.prototypeTexture == newTerrainDetail.prototypeTexture &&
                                                                 x.prototype == newTerrainDetail.prototype &&
                                                                 x.dryColor == newTerrainDetail.dryColor &&
                                                                 x.healthyColor == newTerrainDetail.healthyColor &&
                                                                 x.maxHeight == newTerrainDetail.maxHeight &&
                                                                 x.maxWidth == newTerrainDetail.maxWidth &&
                                                                 x.minHeight == newTerrainDetail.minHeight &&
                                                                 x.minWidth == newTerrainDetail.minWidth &&
                                                                 x.noiseSpread == newTerrainDetail.noiseSpread
                                                                 ))
                                {
                                    presetTerrainDetails.Add(newTerrainDetail);
                                }
                            }
                            else
                            {
                                if (!presetTerrainDetails.Exists(x => x.prototype == newTerrainDetail.prototype &&
                                                                 x.prototype == newTerrainDetail.prototype &&
                                                                 x.dryColor == newTerrainDetail.dryColor &&
                                                                 x.healthyColor == newTerrainDetail.healthyColor &&
                                                                 x.maxHeight == newTerrainDetail.maxHeight &&
                                                                 x.maxWidth == newTerrainDetail.maxWidth &&
                                                                 x.minHeight == newTerrainDetail.minHeight &&
                                                                 x.minWidth == newTerrainDetail.minWidth &&
                                                                 x.noiseSpread == newTerrainDetail.noiseSpread
                                                                 ))
                                {
                                    presetTerrainDetails.Add(newTerrainDetail);
                                }
                            }
                        }
                        break;

                    case GaiaConstants.SpawnerResourceType.TerrainTree:
                        ResourceProtoTree protoTree = resources.m_treePrototypes[sr.m_resourceIdx];
                        if (protoTree != null)
                        {
                            TreePrototype newTree = new TreePrototype();
                            newTree.bendFactor = protoTree.m_bendFactor;
                            newTree.prefab     = protoTree.m_desktopPrefab;
                            if (!presetTerrainTrees.Exists(x => x.bendFactor == newTree.bendFactor &&
                                                           x.prefab == newTree.prefab))
                            {
                                presetTerrainTrees.Add(newTree);
                            }
                        }
                        break;
                    }
                }
            }

            //now look at the existing terrain layers on the terrain again, and add only the additional new Splat Prototypes as new layers - all the other ones must exist on the terrains already
            List <GaiaSplatPrototype> additionalSplatPrototypes = new List <GaiaSplatPrototype>();
            List <DetailPrototype>    additionalTerrainDetails  = new List <DetailPrototype>();
            List <TreePrototype>      additionalTerrainTrees    = new List <TreePrototype>();

            //Do we have a refernece terrain? The only the splat prototypes with a higher index then what is currently present on the terrain already are relevant
            if (referenceTerrain != null)
            {
                for (int i = referenceTerrain.terrainData.terrainLayers.Length; i <= presetSplatPrototypes.Count - 1; i++)
                {
                    additionalSplatPrototypes.Add(presetSplatPrototypes[i]);
                }
                for (int i = referenceTerrain.terrainData.detailPrototypes.Length; i <= presetTerrainDetails.Count - 1; i++)
                {
                    additionalTerrainDetails.Add(presetTerrainDetails[i]);
                }
                for (int i = referenceTerrain.terrainData.treePrototypes.Length; i <= presetTerrainTrees.Count - 1; i++)
                {
                    additionalTerrainTrees.Add(presetTerrainTrees[i]);
                }
            }
            else
            {
                //no reference terrain - we take preset prototypes collected before
                additionalSplatPrototypes = presetSplatPrototypes;
                additionalTerrainDetails  = presetTerrainDetails;
                additionalTerrainTrees    = presetTerrainTrees;
            }

            //convert Gaia Splat Prototypes into actual terrain layer files
            string layername = string.Format("Gaia_-{0:yyyyMMdd-HHmmss}", DateTime.Now);

            TerrainLayer[] additionalTerrainLayers = GaiaSplatPrototype.CreateTerrainLayers(layername, additionalSplatPrototypes.ToArray());

            if (referenceTerrain != null)
            {
                //got a reference terrain? return the existing prototypes so they are not altered and attach the truly new ones
                terrainLayers = referenceTerrain.terrainData.terrainLayers;
                terrainLayers = terrainLayers.Concat(additionalTerrainLayers).ToArray();

                terrainDetails = referenceTerrain.terrainData.detailPrototypes;
                terrainDetails = terrainDetails.Concat(additionalTerrainDetails.ToArray()).ToArray();

                terrainTrees = referenceTerrain.terrainData.treePrototypes;
                terrainTrees = terrainTrees.Concat(additionalTerrainTrees.ToArray()).ToArray();
            }
            else
            {
                //no reference terrain, just return all the new stuff directly
                terrainLayers  = additionalTerrainLayers;
                terrainDetails = additionalTerrainDetails.ToArray();
                terrainTrees   = additionalTerrainTrees.ToArray();
            }
        }