private void Awake() { Animator.Looping = false; Animator.Reverse = false; generator = Animator.Generator; startMesh = generator.TargetMesh.mesh; for (int i = 0; i < Sequence.Length; i++) { if (Sequence[i].Settings != null) { generator.UsedProfile = Sequence[i].Settings; generator.LoadSettings(); generator.ApplyBlur(); generator.GenerateMesh(); Debug.Log("generate Mesh"); Sequence[i].Mesh = generator.TargetMesh.mesh; Sequence[i].Mesh.name = "Sequence: " + i; } } //Start condition again generator.TargetMesh.mesh = startMesh; if (Sequence[0].Mesh != null) { generator.TargetMesh.mesh = Sequence[0].Mesh; } generator.UsedProfile = Sequence[0].Settings; generator.LoadSettings(); generator.ApplyBlur(); NextAnimation(); }
public override void OnInspectorGUI() { // Let the default inspecter draw all the values DrawDefaultInspector(); // Spawn buttons if (GUILayout.Button("Apply Blur effect to the Texture to Blur")) { targetScript.ApplyBlur(); } if (GUILayout.Button("Apply your own effect to the Texture to Blur")) { targetScript.ApplyYourOwnEffect(); } /* * * if (GUILayout.Button("Generate 2D Data")) { * targetScript.Generate2DData(); * } * * if (GUILayout.Button("Generate 3D Data")) { * targetScript.Generate3DDataFrom2DData(); * } * */ if (GUILayout.Button("Generate a terrain with the chosen visualisation method")) { targetScript.GenerateMesh(); } if (GUILayout.Button("Color the terrain with the current settings")) { targetScript.ColorMesh(); } if (GUILayout.Button("Save the terrain as a mesh")) { AssetDatabase.CreateAsset(targetScript.GeneratedMesh, targetScript.GenerateSavePath()); AssetDatabase.SaveAssets(); } if (GUILayout.Button("Save settings to file")) { targetScript.SaveSettings(); } if (GUILayout.Button("Load settings from file")) { targetScript.LoadSettings(); } }
public override void OnInspectorGUI() { // Let the default inspecter draw all the values DrawDefaultInspector(); // Spawn buttons if (GUILayout.Button("Apply Blur effect to the Texture to Blur")) { if (targetScript.InputTexture != null && !AssetDatabase.Contains(targetScript.InputTexture)) { Texture2D.DestroyImmediate(targetScript.InputTexture); Resources.UnloadUnusedAssets(); } targetScript.ApplyBlur(); } if (GUILayout.Button("Apply your own effect to the Texture to Blur")) { if (targetScript.InputTexture != null && !AssetDatabase.Contains(targetScript.InputTexture)) { Texture2D.DestroyImmediate(targetScript.InputTexture); Resources.UnloadUnusedAssets(); } targetScript.ApplyYourOwnEffect(); } if (GUILayout.Button("Generate a terrain with the chosen visualisation method")) { if (targetScript.GeneratedMesh != null && !AssetDatabase.Contains(targetScript.GeneratedMesh)) { Mesh.DestroyImmediate(targetScript.GeneratedMesh); Resources.UnloadUnusedAssets(); } targetScript.GenerateMesh(); } if (GUILayout.Button("Recalculate image data for new settings.")) { targetScript.Generate2DData(); targetScript.Generate3DDataFrom2DData(); } if (GUILayout.Button("Color the terrain with the current settings")) { targetScript.ColorMesh(); } if (GUILayout.Button("Save the terrain as a mesh")) { AssetDatabase.CreateAsset(targetScript.GeneratedMesh, targetScript.GenerateSavePath()); AssetDatabase.SaveAssets(); } if (GUILayout.Button("Save settings to file")) { targetScript.SaveSettings(); } if (GUILayout.Button("Load settings from file")) { targetScript.LoadSettings(); } }
public override void OnInspectorGUI() { // Let the default inspecter draw all the values DrawDefaultInspector(); // Spawn buttons if (GUILayout.Button("Apply Blur effect to the Texture to Blur")) { targetScript.ApplyBlur(); } //if (GUILayout.Button("Apply your own effect to the Texture to Blur")) { //targetScript.ApplyYourOwnEffect(); //} /* * * if (GUILayout.Button("Generate 2D Data")) { * targetScript.Generate2DData(); * } * * if (GUILayout.Button("Generate 3D Data")) { * targetScript.Generate3DDataFrom2DData(); * } * */ if (GUILayout.Button("Generate a terrain with the chosen visualisation method")) { targetScript.GenerateMesh(); } if (GUILayout.Button("Color the terrain with the current settings")) { targetScript.ColorMesh(); } GUILayout.BeginHorizontal(); GUILayout.Label("Show Advanced Setting", GUILayout.Width(145)); targetScript.showAdvanced = EditorGUILayout.Toggle(targetScript.showAdvanced); GUILayout.EndHorizontal(); if (targetScript.showAdvanced) { EditorGUILayout.PropertyField(generatedMesh, new GUIContent("GeneratedMesh : ")); //Todo do it using a better fitting object //EditorGUILayout.LabelField("Handling Saving and Loading"); EditorGUILayout.PropertyField(fileName, new GUIContent("Mesh Name : ")); if (GUILayout.Button("Save the terrain as a mesh")) { AssetDatabase.CreateAsset(targetScript.GeneratedMesh, targetScript.GenerateSavePath()); AssetDatabase.SaveAssets(); } EditorGUILayout.PropertyField(usedProfile, new GUIContent("UsedProfile : ")); if (GUILayout.Button("Save settings to local settings file")) { targetScript.SaveSettings(); } if (GUILayout.Button("Load settings from local settings file")) { targetScript.LoadSettings(); } EditorGUILayout.PropertyField(jsonFileName, new GUIContent("JsonFileName : ")); if (GUILayout.Button("Export settings to json")) { targetScript.ExportSettingsFile(); AssetDatabase.Refresh(); } if (GUILayout.Button("Import settings from json")) { targetScript.ImportSettingsFile(); } // Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); } }