void Init(EPMPolyTerrainCreator creator) { sectionIndex = 0; sectionNames = new string[7]; sectionNames[0] = "Road"; sectionNames[1] = "River"; sectionNames[2] = "Hill"; sectionNames[3] = "Mountain"; sectionNames[4] = "SandGround"; sectionNames[5] = "SoilGround"; sectionNames[6] = "Island"; detailIndexList = new List <int>(); for (int i = 0; i < sectionNames.Length; i++) { detailIndexList.Add(0); } m_creator = creator; scale = Mathf.Floor(m_creator.g_customData.terrainWidth / 500 * 2) / 2; textureHeight = Mathf.RoundToInt(m_creator.g_customData.terrainLength / scale); textureWidth = Mathf.RoundToInt(m_creator.g_customData.terrainWidth / scale); int halfWidth = Mathf.Min(textureWidth / 2 + 100, Screen.currentResolution.width / 2); int halfHeight = 350; position = new Rect(Screen.currentResolution.width / 2 - halfWidth, Screen.currentResolution.height / 2 - halfHeight, halfWidth * 2, halfHeight * 2); lastPosX = lastPosY = 0; showTexture = new Texture2D(textureWidth, textureHeight); originTexture = new Texture2D(textureWidth, textureHeight); ReDrawTexture(); dirty = false; }
public static void CreateWindow(EPMPolyTerrainCreator creator) { EPMDrawMapWindow window = (EPMDrawMapWindow)GetWindow(typeof(EPMDrawMapWindow)); window.Init(creator); window.Show(); }
void Awake() { m_terrainCreator = GameObject.FindObjectOfType <EPMPolyTerrainCreator>(); m_terrainCreator.Init(); m_terrainCreator.ImportData(); GameObject terrianRoot = m_terrainCreator.CreateTerrain(); for (int i = 0; i < terrianRoot.transform.childCount; i++) { terrianRoot.transform.GetChild(i).gameObject.AddComponent <MeshCollider>(); } }
void Awake() { m_creator = serializedObject.targetObject as EPMPolyTerrainCreator; m_creator.Init(); sectionStyle = new GUIStyle(); Texture2D tex = new Texture2D(1, 1); tex.SetPixel(0, 0, EditorGUIUtility.isProSkin ? new Color(0.18f, 0.18f, 0.18f) : new Color(0.88f, 0.88f, 0.88f)); tex.Apply(); sectionStyle.normal.background = tex; m_road = new GeneratingType("Road"); m_river = new GeneratingType("River"); m_hill = new GeneratingType("Hill"); m_mountain = new GeneratingType("Mountain"); m_sandGround = new GeneratingType("SandGround"); m_soilGround = new GeneratingType("SoilGround"); m_island = new GeneratingType("Island"); }