protected override bool DrawWizardGUI() { EditorGUI.BeginChangeCheck(); bool allowSceneObjects = !EditorUtility.IsPersistent(m_Terrain.terrainData); // sometimes user prefers saving terrainData with the scene file m_Tree = (GameObject)EditorGUILayout.ObjectField("Tree Prefab", m_Tree, typeof(GameObject), allowSceneObjects); if (m_Tree) { MeshRenderer meshRenderer = m_Tree.GetComponent <MeshRenderer>(); if (meshRenderer) { EditorGUI.BeginDisabled(true); EditorGUILayout.EnumPopup("Cast Shadows", meshRenderer.shadowCastingMode); EditorGUI.EndDisabled(); } } if (!TerrainEditorUtility.IsLODTreePrototype(m_Tree)) { m_BendFactor = EditorGUILayout.FloatField("Bend Factor", m_BendFactor); } bool changed = EditorGUI.EndChangeCheck(); if (changed) { m_IsValidTree = IsValidTree(m_Tree, m_PrototypeIndex, m_Terrain); } return(changed); }
protected override bool DrawWizardGUI() { EditorGUI.BeginChangeCheck(); this.m_Tree = (GameObject)EditorGUILayout.ObjectField("Tree Prefab", (Object)this.m_Tree, typeof(GameObject), !EditorUtility.IsPersistent((Object)this.m_Terrain.terrainData), new GUILayoutOption[0]); if (!TerrainEditorUtility.IsLODTreePrototype(this.m_Tree)) { this.m_BendFactor = EditorGUILayout.FloatField("Bend Factor", this.m_BendFactor, new GUILayoutOption[0]); } bool flag = EditorGUI.EndChangeCheck(); if (flag) { this.m_IsValidTree = TreeWizard.IsValidTree(this.m_Tree, this.m_PrototypeIndex, this.m_Terrain); } return(flag); }
protected override bool DrawWizardGUI() { EditorGUI.BeginChangeCheck(); bool allowSceneObjects = !EditorUtility.IsPersistent(m_Terrain.terrainData); // sometimes user prefers saving terrainData with the scene file m_Tree = (GameObject)EditorGUILayout.ObjectField("Tree Prefab", m_Tree, typeof(GameObject), allowSceneObjects); if (!TerrainEditorUtility.IsLODTreePrototype(m_Tree)) { m_BendFactor = EditorGUILayout.FloatField("Bend Factor", m_BendFactor); } bool changed = EditorGUI.EndChangeCheck(); if (changed) { m_IsValidTree = IsValidTree(m_Tree, m_PrototypeIndex, m_Terrain); } return(changed); }
internal static void RemoveTree(MenuCommand item) { Terrain context = (Terrain) item.context; TerrainEditorUtility.RemoveTree(context, item.userData); }
internal static void RemoveDetail(MenuCommand item) { TerrainEditorUtility.RemoveDetail((Terrain)item.context, item.userData); }
internal static void RemoveSplat(MenuCommand item) { Terrain context = (Terrain)item.context; TerrainEditorUtility.RemoveSplatTexture(context.terrainData, item.userData); }
static internal void RemoveDetail(MenuCommand item) { Terrain terrain = (Terrain)item.context; TerrainEditorUtility.RemoveDetail(terrain, item.userData); }
protected override bool DrawWizardGUI() { EditorGUI.BeginChangeCheck(); bool allowSceneObjects = !EditorUtility.IsPersistent(terrain.terrainData); // sometimes user prefers saving terrainData with the scene file m_Tree = (GameObject)EditorGUILayout.ObjectField("Tree Prefab", m_Tree, typeof(GameObject), allowSceneObjects); if (m_Tree) { MeshRenderer meshRenderer = m_Tree.GetComponent <MeshRenderer>(); if (meshRenderer) { EditorGUI.BeginDisabled(true); EditorGUILayout.EnumPopup("Cast Shadows", meshRenderer.shadowCastingMode); EditorGUI.EndDisabled(); } } if (!TerrainEditorUtility.IsLODTreePrototype(m_Tree)) { m_BendFactor = EditorGUILayout.FloatField("Bend Factor", m_BendFactor); } else { EditorGUILayout.BeginHorizontal(); LODGroup lodGroup = m_Tree.GetComponent <LODGroup>(); NavMeshLodIndex navMeshLodIndex = NavMeshLodIndex.Custom; if (m_NavMeshLod == kNavMeshLodLast) { navMeshLodIndex = NavMeshLodIndex.Last; } else if (m_NavMeshLod == kNavMeshLodFirst) { navMeshLodIndex = NavMeshLodIndex.First; } navMeshLodIndex = (NavMeshLodIndex)EditorGUILayout.EnumPopup("NavMesh LOD Index", navMeshLodIndex, GUILayout.MinWidth(250)); if (navMeshLodIndex == NavMeshLodIndex.First) { m_NavMeshLod = kNavMeshLodFirst; } else if (navMeshLodIndex == NavMeshLodIndex.Last) { m_NavMeshLod = kNavMeshLodLast; } else { m_NavMeshLod = EditorGUILayout.IntSlider(m_NavMeshLod, 0, Mathf.Max(0, lodGroup.lodCount - 1)); } EditorGUILayout.EndHorizontal(); } bool changed = EditorGUI.EndChangeCheck(); if (changed) { m_IsValidTree = IsValidTree(m_Tree, m_PrototypeIndex, terrain); } return(changed); }