private static void DrawFoliageAndObjectSpawningGUI() { string label = "5. Foliage & Object Spawning"; string id = "wizard-foliage-object-spawning"; GEditorCommon.Foldout(label, false, id, () => { EditorGUILayout.LabelField("Select the workflow you prefer.", GEditorCommon.WordWrapLeftLabel); GEditorCommon.Header("Painting"); EditorGUILayout.LabelField("Place trees, grasses and game objects by painting.", GEditorCommon.WordWrapLeftLabel); if (GUILayout.Button("Create Foliage Painter & Object Painter")) { GFoliagePainter fPainter = GWizard.CreateFoliagePainter(); GObjectPainter oPainter = GWizard.CreateObjectPainter(); EditorGUIUtility.PingObject(fPainter); Selection.objects = new GameObject[] { fPainter.gameObject, oPainter.gameObject }; Selection.activeGameObject = fPainter.gameObject; } GEditorCommon.Header("Stamping"); EditorGUILayout.LabelField("Procedurally spawn trees, grasses and game objects using some rules such as height, normal vector and noise.", GEditorCommon.WordWrapLeftLabel); if (GUILayout.Button("Create Foliage Stamper & Object Stamper")) { GFoliageStamper fStamper = GWizard.CreateFoliageStamper(); GObjectStamper oStamper = GWizard.CreateObjectStamper(); EditorGUIUtility.PingObject(fStamper); Selection.objects = new GameObject[] { fStamper.gameObject, oStamper.gameObject }; Selection.activeGameObject = fStamper.gameObject; } }); }
public static void CreateObjectPainter(MenuCommand menuCmd) { GameObject g = new GameObject("Object Painter"); if (menuCmd != null) { GameObjectUtility.SetParentAndAlign(g, menuCmd.context as GameObject); } g.transform.localPosition = Vector3.zero; g.transform.hideFlags = HideFlags.HideInInspector; GObjectPainter painter = g.AddComponent <GObjectPainter>(); painter.GroupId = -1; painter.gameObject.AddComponent <GRotationRandomizeFilter>(); painter.gameObject.AddComponent <GScaleRandomizeFilter>(); Selection.activeGameObject = g; Undo.RegisterCreatedObjectUndo(g, "Creating Object Painter"); }
public static GObjectPainter CreateObjectPainter() { GameObject root = GetTerrainToolsRoot(); if (root == null) { root = CreateTerrainToolsRoot(); } GameObject g = new GameObject("Object Painter"); g.transform.parent = root.transform; g.transform.position = Vector3.zero; g.transform.rotation = Quaternion.identity; g.transform.localScale = Vector3.one; g.transform.hideFlags = HideFlags.HideInInspector; GObjectPainter painter = g.AddComponent <GObjectPainter>(); g.AddComponent <GRotationRandomizeFilter>(); g.AddComponent <GScaleRandomizeFilter>(); return(painter); }
public static void CreateTerrainTools(MenuCommand menuCmd) { GameObject g = new GameObject("Polaris V2 Tools"); if (menuCmd != null) { GameObjectUtility.SetParentAndAlign(g, menuCmd.context as GameObject); } g.transform.localPosition = Vector3.zero; g.transform.localRotation = Quaternion.identity; g.transform.localScale = Vector3.one; g.transform.hideFlags = HideFlags.HideInInspector; GTerrainTools tools = g.AddComponent <GTerrainTools>(); tools.hideFlags = HideFlags.HideInInspector; GameObject terrainGroup = new GameObject("Terrain Group"); GUtilities.ResetTransform(terrainGroup.transform, g.transform); terrainGroup.transform.hideFlags = HideFlags.HideInInspector; GTerrainGroup group = terrainGroup.AddComponent <GTerrainGroup>(); group.GroupId = -1; GameObject texturePainter = new GameObject("Geometry & Texture Painter"); GUtilities.ResetTransform(texturePainter.transform, g.transform); texturePainter.transform.hideFlags = HideFlags.HideInInspector; GTerrainTexturePainter texturePainterComponent = texturePainter.AddComponent <GTerrainTexturePainter>(); texturePainterComponent.GroupId = -1; GameObject foliagePainter = new GameObject("Foliage Painter"); GUtilities.ResetTransform(foliagePainter.transform, g.transform); foliagePainter.transform.hideFlags = HideFlags.HideInInspector; GFoliagePainter foliagePainterComponent = foliagePainter.AddComponent <GFoliagePainter>(); foliagePainterComponent.GroupId = -1; foliagePainterComponent.gameObject.AddComponent <GRotationRandomizeFilter>(); foliagePainterComponent.gameObject.AddComponent <GScaleRandomizeFilter>(); GameObject objectPainter = new GameObject("Object Painter"); GUtilities.ResetTransform(objectPainter.transform, g.transform); objectPainter.transform.hideFlags = HideFlags.HideInInspector; GObjectPainter objectPainterComponent = objectPainter.AddComponent <GObjectPainter>(); objectPainterComponent.GroupId = -1; objectPainterComponent.gameObject.AddComponent <GRotationRandomizeFilter>(); objectPainterComponent.gameObject.AddComponent <GScaleRandomizeFilter>(); GameObject assetExplorer = new GameObject("Asset Explorer"); GUtilities.ResetTransform(assetExplorer.transform, g.transform); assetExplorer.transform.hideFlags = HideFlags.HideInInspector; assetExplorer.AddComponent <GAssetExplorer>(); GameObject helpTool = new GameObject("Help"); GUtilities.ResetTransform(helpTool.transform, g.transform); helpTool.transform.hideFlags = HideFlags.HideInInspector; helpTool.AddComponent <GHelpComponent>(); Selection.activeGameObject = terrainGroup; Undo.RegisterCreatedObjectUndo(g, "Creating Terrain Tools"); }