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(); } }