예제 #1
0
        public static IEnumerator Apply(CoordRect rect, Terrain terrain, object dataBox, Func <float, bool> stop = null)
        {
                        #if VEGETATION_STUDIO_PRO
            TupleSet <Color[][], int[], VegetationPackagePro> splatsTuple = (TupleSet <Color[][], int[], VegetationPackagePro>)dataBox;
            Color[][]            colors        = splatsTuple.item1;
            int[]                maskGroupNums = splatsTuple.item2;
            VegetationPackagePro package       = splatsTuple.item3;

            if (colors.Length == 0)
            {
                Purge(rect, terrain); yield break;
            }

            VegetationStudioTile vsTile = terrain.GetComponent <VegetationStudioTile>();
            if (vsTile == null)
            {
                vsTile = terrain.gameObject.AddComponent <VegetationStudioTile>();
            }

            Texture2D[] textures = WriteTextures(vsTile.lastUsedTextures, colors);

            //Rect terrainRect = new Rect(terrain.transform.position.x, terrain.transform.position.z, terrain.terrainData.size.x, terrain.terrainData.size.z);
            //SetTextures(terrainRect, textures, maskGroupNums, package);

            vsTile.lastUsedTextures      = textures;
            vsTile.lastUsedMaskGroupNums = maskGroupNums;
            vsTile.lastUsedPackage       = package;
            vsTile.masksApplied          = false;

            yield return(null);
                        #else
            yield return(null);
                        #endif
        }
예제 #2
0
        public static IEnumerator Apply(CoordRect rect, Terrain terrain, object dataBox, Func <float, bool> stop = null)
        {
                        #if VEGETATION_STUDIO_PRO
            Dictionary <string, List <ObjectPool.Transition> > transitions = (Dictionary <string, List <ObjectPool.Transition> >)dataBox;

            VegetationStudioTile vsTile = terrain.GetComponent <VegetationStudioTile>();
            if (vsTile == null)
            {
                vsTile = terrain.gameObject.AddComponent <VegetationStudioTile>();
            }

            vsTile.lastUsedTransitions = new List <ObjectPool.Transition> [transitions.Count];
            transitions.Values.CopyTo(vsTile.lastUsedTransitions, 0);

            vsTile.lastUsedObjectIds = new string[transitions.Count];
            transitions.Keys.CopyTo(vsTile.lastUsedObjectIds, 0);

            vsTile.objectApplied = false;

            /*
             * float pixelSize = 1f * MapMagic.instance.terrainSize / MapMagic.instance.resolution;
             * Rect terrainRect = new Rect(rect.offset.x*pixelSize, rect.offset.z*pixelSize, rect.size.x*pixelSize, rect.size.z*pixelSize);
             *
             * //adding
             * foreach (KeyValuePair<Transform,List<ObjectPool.Transition>> kvp in transitions)
             * {
             *      Transform prefab = kvp.Key;
             *      List<ObjectPool.Transition> transitionsList = kvp.Value;
             *
             *      IEnumerator e = MapMagic.instance.objectsPool.RepositionCoroutine(
             *              prefab,
             *              terrainRect,
             *              transitionsList,
             *              parent:terrain.transform,
             *              root:MapMagic.instance.transform.position.sqrMagnitude>Mathf.Epsilon? MapMagic.instance.transform : null, //don't use root if it is placed in the center of the scene
             *              objsPerFrame:500);
             *                      //not truly "per frame"\
             *
             *      while (e.MoveNext())
             *              { yield return null; }
             * }
             *
             * //clear all of non-included pools from rect
             * MapMagic.instance.objectsPool.ClearAllRectBut(terrainRect, transitions);
             *
             * //remove empty pools
             * MapMagic.instance.objectsPool.RemoveEmptyPools();
             *
             * //hiding wireframe
             * if (MapMagic.instance.hideWireframe) MapMagic.instance.transform.ToggleDisplayWireframe(!MapMagic.instance.guiHideWireframe);*/
                        #endif
            yield return(null);
        }
예제 #3
0
파일: VSProMapsOut.cs 프로젝트: AJ213/Awitu
            public void Apply(Terrain terrain)
            {
                VegetationStudioTile vsTile = terrain.GetComponent <VegetationStudioTile>();

                if (vsTile == null)
                {
                    vsTile = terrain.gameObject.AddComponent <VegetationStudioTile>();
                }

                Texture2D[] textures = WriteTextures(vsTile.lastUsedTextures, colors);

                //Rect terrainRect = new Rect(terrain.transform.position.x, terrain.transform.position.z, terrain.terrainData.size.x, terrain.terrainData.size.z);
                //SetTextures(terrainRect, textures, maskGroupNums, package);

                vsTile.lastUsedTextures      = textures;
                vsTile.lastUsedMaskGroupNums = maskGroupNums;
                vsTile.lastUsedPackage       = package;
                vsTile.masksApplied          = false;
            }