private void OnMeshesGUI() { EditorGUILayout.BeginVertical(GUI.skin.box); showMeshes = Foldout(showMeshes, "Meshes"); if (showMeshes) { meshFindType = (MeshToTerrainFindType)EditorGUILayout.EnumPopup("Mesh select type", meshFindType); if (meshFindType == MeshToTerrainFindType.gameObjects) { OnMeshesGUIGameObjects(); } else if (meshFindType == MeshToTerrainFindType.layers) { meshLayer = EditorGUILayout.LayerField("Layer", meshLayer); } direction = (MeshToTerrainDirection)EditorGUILayout.EnumPopup("Direction", direction); if (direction == MeshToTerrainDirection.reversed) { GUILayout.Label("Use the reverse direction, if that model has inverted the normal."); } yRange = (MeshToTerrainYRange)EditorGUILayout.EnumPopup("Y Range", yRange); if (yRange == MeshToTerrainYRange.fixedValue) { yRangeValue = EditorGUILayout.IntField("Y Range Value", yRangeValue); } } EditorGUILayout.EndVertical(); }
private void Load() { baseMapResolution = LoadPref("BaseMapRes", 1024); boundsGameObject = LoadPrefGameObject("BoundsGameObject", null); boundsType = (MeshToTerrainBounds)LoadPref("BoundsType", (int)MeshToTerrainBounds.autoDetect); if (boundsType == MeshToTerrainBounds.selectBounds) { bounds = LoadPref("Bounds", new Bounds(Vector3.zero, Vector3.one)); } detailResolution = LoadPref("DetailMapRes", 1024); direction = (MeshToTerrainDirection)LoadPref("Direction", (int)MeshToTerrainDirection.normal); generateTextures = LoadPref("GenerateTextures", false); heightmapResolution = LoadPref("HeightMapRes", 129); meshes = LoadPref("Meshes", new List <GameObject>()); holes = (MeshToTerrainHoles)LoadPref("Holes", (int)MeshToTerrainHoles.minimumValue); meshFindType = (MeshToTerrainFindType)LoadPref("MeshFindType", (int)MeshToTerrainFindType.gameObjects); meshLayer = LoadPref("MeshLayer", 31); newTerrainCountX = LoadPref("CountX", 1); newTerrainCountY = LoadPref("CountY", 1); resolutionPerPatch = LoadPref("ResPerPath", 16); showMeshes = LoadPref("ShowMeshes", true); showTerrains = LoadPref("ShowTerrains", true); showTextures = LoadPref("ShowTextures", true); smoothingFactor = LoadPref("SmoothingFactor", 1); terrains = LoadPref("Terrains", new List <Terrain>()); terrainType = (MeshToTerrainSelectTerrainType)LoadPref("TerrainType", (int)MeshToTerrainSelectTerrainType.newTerrains); textureEmptyColor = LoadPref("TextureEmptyColor", Color.white); textureHeight = LoadPref("TextureHeight", 1024); textureResolution = LoadPref("TextureResolution", 1024); textureWidth = LoadPref("TextureWidth", 1024); useHeightmapSmoothing = LoadPref("UseHeightmapSmoothing", true); yRange = (MeshToTerrainYRange)LoadPref("YRange", 0); yRangeValue = LoadPref("YRangeValue", yRangeValue); adjustMeshSize = LoadPref("AdjustMeshSize", true); textureCaptureMode = (MeshToTerrainTextureCaptureMode)LoadPref("TextureCaptureMode", (int)MeshToTerrainTextureCaptureMode.camera); }