public override void OnInspectorGUI() { FloatIslandGen mapGen = (FloatIslandGen)target; bool defaultInspect = DrawDefaultInspector(); if (defaultInspect) { if (mapGen.autoUpdate) { mapGen.Refresh(); } } if (GUILayout.Button("Generate")) { mapGen.Refresh(); } isFold1 = EditorGUILayout.Foldout(isFold1, "Show bot Textures"); if (isFold1) { GUILayout.Label("noiseTexture"); GUILayout.Label(mapGen.botIsland.noiseTexture); GUILayout.Label("colorTexture"); GUILayout.Label(mapGen.botIsland.colorTexture); GUILayout.Label("falloffTexture"); GUILayout.Label(mapGen.botIsland.fallOffTexture); } isFold2 = EditorGUILayout.Foldout(isFold2, "Show top Textures"); if (isFold2) { GUILayout.Label("noiseTexture"); GUILayout.Label(mapGen.topIsland.noiseTexture); GUILayout.Label("colorTexture"); GUILayout.Label(mapGen.topIsland.colorTexture); GUILayout.Label("falloffTexture"); GUILayout.Label(mapGen.topIsland.fallOffTexture); } if (mapGen.useRiver) { GUILayout.Label("River Map"); GUILayout.Label(mapGen.riverTexture); } /* * Texture2D myTexture = AssetPreview.GetAssetPreview(object); * GUILayout.Label(myTexture); */ }
public MeshHandler(MeshFilter mf, FloatIslandGen gen) { this.meshFilter = mf; this.meshRenderer = mf.GetComponent <MeshRenderer>(); this.gen = gen; this.botIsland = gen.botIsland; this.topIsland = gen.topIsland; this.mapChunkSize = gen.mapChunkSize; this.a = gen.a; this.b = gen.b; this.seed = gen.seed; }