public override void OnInspectorGUI() { //DrawDefaultInspector(); TerrainGen t = (TerrainGen)target; if (GUILayout.Button("Generate Terrain")) { t.GenerateTerrain(); } if (GUILayout.Button("Paint Terrain")) { t.GenerateColors(); t.MoveWaterLevel(); } if (GUILayout.Button("Generate Rivers At Transforms")) { t.GenerateRivers(t.modifyWaterHeight, true); } if (GUILayout.Button("Generate River Erosion (slow!)")) { t.GenerateRivers(t.modifyWaterHeight); } if (GUILayout.Button("Smooth Underwater")) { t.SmoothUnderwater(); } if (GUILayout.Button("Optimize")) { t.Optimize(); } if (GUILayout.Button("Clear Data")) { t.Clear(); } if (GUILayout.Button("Generate Preset (slow!)")) { //General settings t.randomSeed = false; //Terrain settings t.resolutionPower = 10; t.terrainFrequency = 1; t.terrainHeight = 31; t.terrainNoiseDivider = 2; t.seed = 1621675866; t.mapSize = 250; t.beachHeight = .3f; t.waterHeight = 0; t.beachHeightLow = -.2f; t.mountainAngle = 30; // Colors //?? //River settings t.riverSpawnLowestAboveWater = 5; t.riversAmount = 500; t.riverGenerations = 1; t.riverMaxStartSize = 8; t.riverMinStartSize = 2; t.riverStepSize = 2; t.riverMaxWaterDepth = 1.5f; t.riverErosionMultiplier = 0.75f; t.riverSearchDist = 20; t.underWaterSmoothingRange = 6; //Generate t.GenerateTerrain(); t.GenerateRivers(t.modifyWaterHeight); t.SmoothUnderwater(); } base.OnInspectorGUI(); }