/// <summary> /// Create a terrain tile based on these settings /// </summary> /// <param name="tx">X location</param> /// <param name="tz">Z location</param> /// <param name="world">The array managing it</param> private void CreateTile(int tx, int tz, ref Terrain[,] world, GaiaResource resources) { if (tx < 0 || tx >= m_tilesX) { Debug.LogError("X value out of bounds"); return; } if (tz < 0 || tz >= m_tilesZ) { Debug.LogError("Z value out of bounds"); return; } //Look for issues in the terrain settings and fix them GetAndFixDefaults(); //this will center terrain at origin Vector2 m_offset = new Vector2(-m_terrainSize * m_tilesX * 0.5f, -m_terrainSize * m_tilesZ * 0.5f); //create the terrains if they dont already exist if (world.Length < m_tilesX) { world = new Terrain[m_tilesX, m_tilesZ]; } //Create the terrain Terrain terrain; TerrainData terrainData = new TerrainData(); terrainData.name = string.Format("Terrain_{0}_{1}-{2:yyyyMMdd-HHmmss}", tx, tz, DateTime.Now); terrainData.alphamapResolution = m_controlTextureResolution; terrainData.baseMapResolution = m_baseMapSize; terrainData.SetDetailResolution(m_detailResolution, m_detailResolutionPerPatch); terrainData.heightmapResolution = m_heightmapResolution; //terrainData.physicsMaterial = m_physicsMaterial; terrainData.wavingGrassAmount = m_bending; terrainData.wavingGrassSpeed = m_size; terrainData.wavingGrassStrength = m_speed; terrainData.wavingGrassTint = m_grassTint; terrainData.size = new Vector3(m_terrainSize, m_terrainHeight, m_terrainSize); #if UNITY_EDITOR AssetDatabase.CreateAsset(terrainData, string.Format("Assets/{0}.asset", terrainData.name)); #endif terrain = Terrain.CreateTerrainGameObject(terrainData).GetComponent <Terrain>(); terrain.name = terrainData.name; terrain.transform.position = new Vector3(m_terrainSize * tx + m_offset.x, 0, m_terrainSize * tz + m_offset.y); terrain.basemapDistance = m_baseMapDist; terrain.castShadows = m_castShadows; terrain.detailObjectDensity = m_detailDensity; terrain.detailObjectDistance = m_detailDistance; terrain.heightmapPixelError = m_pixelError; terrain.treeBillboardDistance = m_billboardStart; terrain.treeCrossFadeLength = m_fadeLength; terrain.treeDistance = m_treeDistance; terrain.treeMaximumFullLODCount = m_maxMeshTrees; if (m_material != null) { terrain.materialType = Terrain.MaterialType.Custom; terrain.materialTemplate = m_material; } if (m_physicsMaterial != null) { TerrainCollider collider = terrain.GetComponent <TerrainCollider>(); if (collider != null) { collider.material = m_physicsMaterial; } else { Debug.LogWarning("Unable to assign physics material to terrain!"); } } //Assign prototypes if (resources != null) { resources.ApplyPrototypesToTerrain(terrain); } else { terrain.Flush(); } //Save the new tile world[tx, tz] = terrain; //Parent it to the environment GameObject gaiaObj = GameObject.Find("Gaia Environment"); if (gaiaObj == null) { gaiaObj = new GameObject("Gaia Environment"); } terrain.transform.parent = gaiaObj.transform; }
/// <summary> /// Create a terrain tile based on these settings /// </summary> /// <param name="tx">X location</param> /// <param name="tz">Z location</param> /// <param name="world">The array managing it</param> private void CreateTile(int tx, int tz, ref Terrain[,] world, GaiaResource resources) { if (tx < 0 || tx >= m_tilesX) { Debug.LogError("X value out of bounds"); return; } if (tz < 0 || tz >= m_tilesZ) { Debug.LogError("Z value out of bounds"); return; } //Look for issues in the terrain settings and fix them GetAndFixDefaults(); //this will center terrain at origin Vector2 m_offset = new Vector2(-m_terrainSize * m_tilesX * 0.5f, -m_terrainSize * m_tilesZ * 0.5f); //create the terrains if they dont already exist if (world.Length < m_tilesX) { world = new Terrain[m_tilesX, m_tilesZ]; } //Create the terrain Terrain terrain; TerrainData terrainData = new TerrainData(); terrainData.name = string.Format("Terrain_{0}_{1}-{2:yyyyMMdd-HHmmss}", tx, tz, DateTime.Now); terrainData.alphamapResolution = m_controlTextureResolution; terrainData.baseMapResolution = m_baseMapSize; terrainData.SetDetailResolution(m_detailResolution, m_detailResolutionPerPatch); terrainData.heightmapResolution = m_heightmapResolution; //terrainData.physicsMaterial = m_physicsMaterial; terrainData.wavingGrassAmount = m_bending; terrainData.wavingGrassSpeed = m_size; terrainData.wavingGrassStrength = m_speed; terrainData.wavingGrassTint = m_grassTint; terrainData.size = new Vector3(m_terrainSize, m_terrainHeight, m_terrainSize); #if UNITY_EDITOR AssetDatabase.CreateAsset(terrainData, string.Format("Assets/{0}.asset", terrainData.name)); #endif terrain = Terrain.CreateTerrainGameObject(terrainData).GetComponent <Terrain>(); terrain.name = terrainData.name; terrain.transform.position = new Vector3(m_terrainSize * tx + m_offset.x, 0, m_terrainSize * tz + m_offset.y); terrain.basemapDistance = m_baseMapDist; #if UNITY_2019_1_OR_NEWER terrain.shadowCastingMode = m_shaodwCastingMode; #else terrain.castShadows = m_castShadows; #endif terrain.detailObjectDensity = m_detailDensity; terrain.detailObjectDistance = m_detailDistance; terrain.heightmapPixelError = m_pixelError; terrain.treeBillboardDistance = m_billboardStart; terrain.treeCrossFadeLength = m_fadeLength; terrain.treeDistance = m_treeDistance; terrain.treeMaximumFullLODCount = m_maxMeshTrees; #if UNITY_EDITOR GameObjectUtility.SetStaticEditorFlags(terrain.gameObject, StaticEditorFlags.BatchingStatic | StaticEditorFlags.NavigationStatic | StaticEditorFlags.OccludeeStatic | StaticEditorFlags.OccluderStatic | StaticEditorFlags.OffMeshLinkGeneration | StaticEditorFlags.ReflectionProbeStatic | StaticEditorFlags.LightmapStatic ); terrain.bakeLightProbesForTrees = false; #if UNITY_2018_3_OR_NEWER terrain.drawInstanced = true; #endif #endif GaiaConstants.EnvironmentRenderer rendererType = GaiaConstants.EnvironmentRenderer.BuiltIn; GaiaSettings gaiaSettings = GaiaUtils.GetGaiaSettings(); if (gaiaSettings != null) { rendererType = gaiaSettings.m_currentRenderer; #if !UNITY_2018_1_OR_NEWER rendererType = GaiaConstants.EnvironmentRenderer.BuiltIn; #endif } if (rendererType == GaiaConstants.EnvironmentRenderer.BuiltIn) { if (m_material != null) { #if UNITY_EDITOR GaiaPipelineUtils.SetupPipeline(rendererType, null, null, null, "Procedural Worlds/Simple Water", false); #endif } } else { terrain.materialType = Terrain.MaterialType.Custom; if (rendererType == GaiaConstants.EnvironmentRenderer.LightWeight2018x) { #if UNITY_EDITOR && UNITY_2018_3_OR_NEWER GaiaPipelineUtils.SetupPipeline(rendererType, "Procedural Worlds Lightweight Pipeline Profile", "Pipeline Terrain Material", "Lightweight Render Pipeline/Terrain/Lit", "Procedural Worlds/Simple Water LW", false); #else Debug.LogWarning("Lightweight Pipeline is only supposted in 2018.3 or newer"); #endif } else { #if UNITY_EDITOR && UNITY_2018_3_OR_NEWER GaiaPipelineUtils.SetupPipeline(rendererType, "Procedural Worlds HDRenderPipelineAsset", "Pipeline Terrain Material", "HDRP/TerrainLit", "Procedural Worlds/Simple Water HD", false); #else Debug.LogWarning("Lightweight Pipeline is only supposted in 2018.3 or newer"); #endif } } if (m_physicsMaterial != null) { TerrainCollider collider = terrain.GetComponent <TerrainCollider>(); if (collider != null) { collider.material = m_physicsMaterial; } else { Debug.LogWarning("Unable to assign physics material to terrain!"); } } //Assign prototypes if (resources != null) { resources.ApplyPrototypesToTerrain(terrain); } else { terrain.Flush(); } //Save the new tile world[tx, tz] = terrain; //Parent it to the environment GameObject gaiaObj = GameObject.Find("Gaia Environment"); if (gaiaObj == null) { gaiaObj = new GameObject("Gaia Environment"); } terrain.transform.parent = gaiaObj.transform; }
public override void OnInspectorGUI() { //Get our resource m_resource = (GaiaResource)target; //Set up the box style if (m_boxStyle == null) { m_boxStyle = new GUIStyle(GUI.skin.box); m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor; m_boxStyle.fontStyle = FontStyle.Bold; m_boxStyle.alignment = TextAnchor.UpperLeft; } //Setup the wrap style if (m_wrapStyle == null) { m_wrapStyle = new GUIStyle(GUI.skin.label); m_wrapStyle.wordWrap = true; } //Create a nice text intro GUILayout.BeginVertical("Gaia Resource", m_boxStyle); GUILayout.Space(20); //EditorGUILayout.LabelField("The resource manager allows you to manage the resources used by your terrain and spawner. To see what every setting does you can hover over it.\n\nGet From Terrain - Pick up resources and settings from the current terrain.\n\nUpdate DNA - Updates DNA for all resources and automatically calculate sizes.\n\nApply To Terrain - Apply terrain specific settings such as texture, detail and tree prototypes back into the terrain. Prefab this settings to save time creating your next terrain.", m_wrapStyle); EditorGUILayout.LabelField("These are the resources used by the Spawning & Stamping system. Create a terrain, add textures, details and trees, then press Get Resources From Terrain to load. To see how the settings influence the system you can hover over them.", m_wrapStyle); GUILayout.EndVertical(); float oldSeaLevel = m_resource.m_seaLevel; float oldHeight = m_resource.m_terrainHeight; EditorGUI.BeginChangeCheck(); DrawDefaultInspector(); DropAreaGUI(); GUILayout.BeginVertical("Resource Controller", m_boxStyle); GUILayout.Space(20); if (GUILayout.Button(GetLabel("Set Asset Associations"))) { if (EditorUtility.DisplayDialog("Set Asset Associations", "This will update your asset associations and can not be undone ! Here temporarily until hidden.", "Yes", "No")) { if (m_resource.SetAssetAssociations()) { EditorUtility.SetDirty(m_resource); } } } if (GUILayout.Button(GetLabel("Associate Assets"))) { if (EditorUtility.DisplayDialog("Associate Assets", "This will locate and associate the first resource found that matches your asset and can not be undone !", "Yes", "No")) { if (m_resource.AssociateAssets()) { EditorUtility.SetDirty(m_resource); } } } if (GUILayout.Button(GetLabel("Get Resources From Terrain"))) { if (EditorUtility.DisplayDialog("Get Resources from Terrain ?", "Are you sure you want to get / update your resource prototypes from the terrain ? This will update your settings and can not be undone !", "Yes", "No")) { m_resource.UpdatePrototypesFromTerrain(); EditorUtility.SetDirty(m_resource); } } if (GUILayout.Button(GetLabel("Replace Resources In Terrains"))) { if (EditorUtility.DisplayDialog("Replace Resources in ALL Terrains ?", "Are you sure you want to replace the resources in ALL terrains with these? This can not be undone !", "Yes", "No")) { m_resource.ApplyPrototypesToTerrain(); } } if (GUILayout.Button(GetLabel("Add Missing Resources To Terrains"))) { if (EditorUtility.DisplayDialog("Add Missing Resources to ALL Terrains ?", "Are you sure you want to add your missing resource prototypes to ALL terrains ? This can not be undone !", "Yes", "No")) { m_resource.AddMissingPrototypesToTerrain(); } } if (m_resource.m_texturePrototypes.GetLength(0) == 0) { GUI.enabled = false; } if (GUILayout.Button(GetLabel("Create Coverage Texture Spawner"))) { m_resource.CreateCoverageTextureSpawner(GetRangeFromTerrain(), GetTextureIncrementFromTerrain()); } GUI.enabled = true; if (m_resource.m_detailPrototypes.GetLength(0) == 0) { GUI.enabled = false; } if (GUILayout.Button(GetLabel("Create Clustered Grass Spawner"))) { m_resource.CreateClusteredDetailSpawner(GetRangeFromTerrain(), GetDetailIncrementFromTerrain()); } if (GUILayout.Button(GetLabel("Create Coverage Grass Spawner"))) { m_resource.CreateCoverageDetailSpawner(GetRangeFromTerrain(), GetDetailIncrementFromTerrain()); } GUI.enabled = true; if (m_resource.m_treePrototypes.GetLength(0) == 0) { GUI.enabled = false; } if (GUILayout.Button(GetLabel("Create Clustered Terrain Tree Spawner"))) { m_resource.CreateClusteredTreeSpawner(GetRangeFromTerrain()); } if (GUILayout.Button(GetLabel("Create Coverage Terrain Tree Spawner"))) { m_resource.CreateCoverageTreeSpawner(GetRangeFromTerrain()); } GUI.enabled = true; if (m_resource.m_gameObjectPrototypes.GetLength(0) == 0) { GUI.enabled = false; } if (GUILayout.Button(GetLabel("Create Clustered Prefab Spawner"))) { m_resource.CreateClusteredGameObjectSpawner(GetRangeFromTerrain()); } if (GUILayout.Button(GetLabel("Create Coverage Prefab Spawner"))) { m_resource.CreateCoverageGameObjectSpawner(GetRangeFromTerrain()); } GUI.enabled = true; if (GUILayout.Button(GetLabel("Visualise"))) { GameObject gaiaObj = GameObject.Find("Gaia"); if (gaiaObj == null) { gaiaObj = new GameObject("Gaia"); } GameObject visualiserObj = GameObject.Find("Visualiser"); if (visualiserObj == null) { visualiserObj = new GameObject("Visualiser"); visualiserObj.AddComponent <ResourceVisualiser>(); visualiserObj.transform.parent = gaiaObj.transform; } ResourceVisualiser visualiser = visualiserObj.GetComponent <ResourceVisualiser>(); visualiser.m_resources = m_resource; Selection.activeGameObject = visualiserObj; } GUILayout.Space(5f); GUILayout.EndVertical(); //Check for changes, make undo record, make changes and let editor know we are dirty if (EditorGUI.EndChangeCheck()) { if (oldHeight != m_resource.m_terrainHeight) { m_resource.ChangeHeight(oldHeight, m_resource.m_terrainHeight); } if (oldSeaLevel != m_resource.m_seaLevel) { m_resource.ChangeSeaLevel(oldSeaLevel, m_resource.m_seaLevel); } Undo.RecordObject(m_resource, "Made resource changes"); EditorUtility.SetDirty(m_resource); //Stop the save from going nuts if ((DateTime.Now - m_lastSaveDT).Seconds > 5) { m_lastSaveDT = DateTime.Now; AssetDatabase.SaveAssets(); } } }