private void DrawGeneralSettings(bool helpEnabled) { m_terrainLoaderManager.TerrainSceneStorage = (TerrainSceneStorage)m_editorUtils.ObjectField("TerrainSceneStorage", m_terrainLoaderManager.TerrainSceneStorage, typeof(TerrainSceneStorage), false, helpEnabled); bool oldLoadingEnabled = m_terrainLoaderManager.TerrainSceneStorage.m_terrainLoadingEnabled; m_terrainLoaderManager.TerrainSceneStorage.m_terrainLoadingEnabled = m_editorUtils.Toggle("TerrainLoadingEnabled", m_terrainLoaderManager.TerrainSceneStorage.m_terrainLoadingEnabled, helpEnabled); if (!oldLoadingEnabled && m_terrainLoaderManager.TerrainSceneStorage.m_terrainLoadingEnabled) { //User re-enabled the loaders m_terrainLoaderManager.UpdateTerrainLoadState(); } if (oldLoadingEnabled != m_terrainLoaderManager.TerrainSceneStorage.m_terrainLoadingEnabled) { //Value was changed, dirty the object to make sure the value is being saved EditorUtility.SetDirty(m_terrainLoaderManager.TerrainSceneStorage); } bool originalGUIState = GUI.enabled; m_terrainLoaderManager.m_terrainLoadingTresholdMS = m_editorUtils.IntField("LoadingTimeTreshold", m_terrainLoaderManager.m_terrainLoadingTresholdMS, helpEnabled); m_terrainLoaderManager.m_trackLoadingProgressTimeOut = m_editorUtils.LongField("LoadingProgressTimeout", m_terrainLoaderManager.m_trackLoadingProgressTimeOut, helpEnabled); GUILayout.Space(10); m_editorUtils.Heading("SceneViewLoading"); m_terrainLoaderManager.CenterSceneViewLoadingOn = (CenterSceneViewLoadingOn)m_editorUtils.EnumPopup("CenterSceneViewLoadingOn", m_terrainLoaderManager.CenterSceneViewLoadingOn, helpEnabled); double loadingRange = m_editorUtils.DoubleField("SceneViewLoadingRange", m_terrainLoaderManager.GetLoadingRange(), helpEnabled); double impostorLoadingRange = m_terrainLoaderManager.GetImpostorLoadingRange(); if (GaiaUtils.HasImpostorTerrains()) { impostorLoadingRange = m_editorUtils.DoubleField("SceneViewImpostorLoadingRange", m_terrainLoaderManager.GetImpostorLoadingRange(), helpEnabled); } else { EditorGUILayout.BeginHorizontal(); m_editorUtils.Label("SceneViewImpostorLoadingRange"); //offer button to create impostors setup if (m_editorUtils.Button("OpenTerrainMeshExporterForImpostors", GUILayout.Width(EditorGUIUtility.currentViewWidth - EditorGUIUtility.labelWidth - 38))) { ExportTerrain exportTerrainWindow = EditorWindow.GetWindow <ExportTerrain>(); exportTerrainWindow.FindAndSetPreset("Create Impostors"); exportTerrainWindow.m_settings.m_customSettingsFoldedOut = false; } EditorGUILayout.EndHorizontal(); } if (loadingRange != m_terrainLoaderManager.GetLoadingRange() || impostorLoadingRange != m_terrainLoaderManager.GetImpostorLoadingRange()) { m_terrainLoaderManager.SetLoadingRange(loadingRange, impostorLoadingRange); } GUILayout.Space(10); m_editorUtils.Heading("CachingSettings"); m_editorUtils.InlineHelp("CachingSettings", helpEnabled); EditorGUI.BeginChangeCheck(); m_terrainLoaderManager.m_cacheInRuntime = m_editorUtils.Toggle("CacheInRuntime", m_terrainLoaderManager.m_cacheInRuntime, helpEnabled); m_terrainLoaderManager.m_cacheInEditor = m_editorUtils.Toggle("CacheInEditor", m_terrainLoaderManager.m_cacheInEditor, helpEnabled); string allocatedMegabytes = (Math.Round(Profiler.GetTotalAllocatedMemoryLong() / Math.Pow(1024, 2))).ToString(); string availableMegabytes = SystemInfo.systemMemorySize.ToString(); allocatedMegabytes = allocatedMegabytes.PadLeft(allocatedMegabytes.Length + (availableMegabytes.Length - allocatedMegabytes.Length) * 3, ' '); GUIStyle style = new GUIStyle(GUI.skin.label); if (m_terrainLoaderManager.m_cacheMemoryThreshold < Profiler.GetTotalAllocatedMemoryLong()) { style = redStyle; } else { style = greenStyle; } m_editorUtils.LabelField("MemoryAvailable", new GUIContent(availableMegabytes), helpEnabled); m_editorUtils.LabelField("MemoryAllocated", new GUIContent(allocatedMegabytes), style, helpEnabled); //GUI.color = originalGUIColor; if (m_terrainLoaderManager.m_cacheInRuntime || m_terrainLoaderManager.m_cacheInEditor) { m_terrainLoaderManager.m_cacheMemoryThresholdPreset = (CacheSizePreset)m_editorUtils.EnumPopup("CacheMemoryThreshold", m_terrainLoaderManager.m_cacheMemoryThresholdPreset, helpEnabled); if (m_terrainLoaderManager.m_cacheMemoryThresholdPreset == CacheSizePreset.Custom) { EditorGUI.indentLevel++; m_terrainLoaderManager.m_cacheMemoryThreshold = m_editorUtils.LongField("ThresholdInBytes", m_terrainLoaderManager.m_cacheMemoryThreshold, helpEnabled); EditorGUI.indentLevel--; } int cacheKeepAliveSeconds = (int)m_terrainLoaderManager.m_cacheKeepAliveTime / 1000; cacheKeepAliveSeconds = m_editorUtils.IntField("CacheKeepAliveSeconds", cacheKeepAliveSeconds, helpEnabled); m_terrainLoaderManager.m_cacheKeepAliveTime = cacheKeepAliveSeconds * 1000; } if (EditorGUI.EndChangeCheck()) { if (m_terrainLoaderManager.m_cacheMemoryThresholdPreset != CacheSizePreset.Custom) { m_terrainLoaderManager.m_cacheMemoryThreshold = (long)((int)m_terrainLoaderManager.m_cacheMemoryThresholdPreset * Math.Pow(1024, 3)); } m_terrainLoaderManager.UpdateCaching(); } GUILayout.Space(10); if (!GaiaUtils.HasColliderTerrains()) { GUI.enabled = false; } m_editorUtils.Heading("ColliderOnlyLoadingHeader"); //This flag is special in so far as that when the user switches it, we must first perform a scene unload while the old value is still active //then change the flag in the terrain scene storage and then do a refresh with the new setting applied. bool colliderLoadingEnabled = m_terrainLoaderManager.TerrainSceneStorage.m_colliderOnlyLoading; colliderLoadingEnabled = m_editorUtils.Toggle("ColliderOnlyLoadingEnabled", colliderLoadingEnabled, helpEnabled); if (colliderLoadingEnabled != m_terrainLoaderManager.TerrainSceneStorage.m_colliderOnlyLoading) { //User changed the flag, do an unload with the old setting m_terrainLoaderManager.UnloadAll(true); //then change the actual flag in storage m_terrainLoaderManager.TerrainSceneStorage.m_colliderOnlyLoading = colliderLoadingEnabled; //now do a refresh under the new setting m_terrainLoaderManager.RefreshSceneViewLoadingRange(); //Add the required scenes to build settings if (colliderLoadingEnabled) { GaiaSessionManager.AddOnlyColliderScenesToBuildSettings(TerrainLoaderManager.TerrainScenes); } else { GaiaSessionManager.AddTerrainScenesToBuildSettings(TerrainLoaderManager.TerrainScenes); } } GUI.enabled = originalGUIState; if (colliderLoadingEnabled) { EditorGUILayout.HelpBox(m_editorUtils.GetTextValue("ColliderOnlyLoadingInfo"), MessageType.Info); m_editorUtils.Heading("DeactivateRuntimeHeader"); EditorGUI.indentLevel++; m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimePlayer = m_editorUtils.Toggle("DeactivateRuntimePlayer", m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimePlayer, helpEnabled); m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeLighting = m_editorUtils.Toggle("DeactivateRuntimeLighting", m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeLighting, helpEnabled); m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeAudio = m_editorUtils.Toggle("DeactivateRuntimeAudio", m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeAudio, helpEnabled); m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeWeather = m_editorUtils.Toggle("DeactivateRuntimeWeather", m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeWeather, helpEnabled); m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeWater = m_editorUtils.Toggle("DeactivateRuntimeWater", m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeWater, helpEnabled); m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeScreenShotter = m_editorUtils.Toggle("DeactivateRuntimeScreenShotter", m_terrainLoaderManager.TerrainSceneStorage.m_deactivateRuntimeScreenShotter, helpEnabled); EditorGUI.indentLevel--; } else { //offer button to create collider setup if (m_editorUtils.Button("OpenTerrainMeshExporterForColliders")) { ExportTerrain exportTerrainWindow = EditorWindow.GetWindow <ExportTerrain>(); exportTerrainWindow.FindAndSetPreset("Collider"); exportTerrainWindow.m_settings.m_customSettingsFoldedOut = false; } } }