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"); }