Пример #1
0
        public override void OnInspectorGUI()
        {
            _biomeMaskArea          = (BiomeMaskArea)target;
            OverrideLogoTextureName = "Banner_BiomeMaskArea";
            base.OnInspectorGUI();

            EditorGUIUtility.labelWidth = 200;

            GUILayout.BeginVertical("box");
            EditorGUILayout.HelpBox("Create the area where you want to modify the vegetation, you can remove and/or include vegetation types", MessageType.Info);
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            if (_biomeMaskArea.enabled)
            {
                EditorGUILayout.LabelField("Insert Node: Ctrl-Click", LabelStyle);
                EditorGUILayout.LabelField("Delete Node: Ctrl-Shift-Click", LabelStyle);
                EditorGUILayout.LabelField("Toggle edge: Ctrl-Alt-Click", LabelStyle);
                EditorGUILayout.HelpBox("Edges betwee 2 disabled edge nodes will not be included when calculating edge distance in rules and blending.", MessageType.Info);
            }
            else
            {
                EditorGUILayout.HelpBox("Enable mask to edit nodes", MessageType.Info);
            }

            if (_biomeMaskArea.Nodes.Count < 4)
            {
                EditorGUILayout.HelpBox("There has to be at least 3 nodes to define the area", MessageType.Warning);
            }
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUI.BeginChangeCheck();
            _biomeMaskArea.ShowArea    = EditorGUILayout.Toggle("Show Area", _biomeMaskArea.ShowArea);
            _biomeMaskArea.ShowHandles = EditorGUILayout.Toggle("Show Handles", _biomeMaskArea.ShowHandles);

            if (EditorGUI.EndChangeCheck())
            {
                SetMaskDirty();
            }

            GUILayout.BeginVertical("box");
            EditorGUILayout.HelpBox("Select ground layers that will be used for selection when adding and moving masks. These will be used in addition to unity terrains.", MessageType.Info);
            _biomeMaskArea.GroundLayerMask = LayerMaskField("Ground Layers", _biomeMaskArea.GroundLayerMask);
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            if (GUILayout.Button("Generate splatmap"))
            {
                VegetationStudioManager.GenerateSplatMap();
            }
            EditorGUILayout.HelpBox("This will generate the splatmaps with biomes for all Terrains based on current rules in the vegetation packages.", MessageType.Info);

            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Vegetation Blend settings", LabelStyle);

            if (_distanceCurveEditor.EditCurves(_biomeMaskArea.BlendCurve, _biomeMaskArea.InverseBlendCurve, this))
            {
                SetMaskDirty();
            }

            EditorGUILayout.LabelField("Texture Blend settings", LabelStyle);

            if (_distanceCurveEditor.EditCurve(_biomeMaskArea.TextureBlendCurve, this))
            {
                SetMaskDirty();
            }

            EditorGUILayout.HelpBox("The blend curve defines how the edge area(within distance) will blend against the main biome. Green is for the selected biome. Red the main biome.", MessageType.Info);

            EditorGUI.BeginChangeCheck();
            _biomeMaskArea.BlendDistance =
                EditorGUILayout.Slider("Blend distance", _biomeMaskArea.BlendDistance, 0, 300f);
            _biomeMaskArea.UseNoise   = EditorGUILayout.Toggle("Use noise", _biomeMaskArea.UseNoise);
            _biomeMaskArea.NoiseScale = EditorGUILayout.Slider("Noise scale", _biomeMaskArea.NoiseScale, 1, 500);
            EditorGUILayout.HelpBox("When enabled noise will be used in addition to the fallout curve to create the edge blend values.", MessageType.Info);
            GUILayout.EndVertical();
            if (EditorGUI.EndChangeCheck())
            {
                SetMaskDirty();
            }

            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Mask settings", LabelStyle);
            EditorGUI.BeginChangeCheck();
            _biomeMaskArea.MaskName  = EditorGUILayout.TextField("Mask Name", _biomeMaskArea.MaskName);
            _biomeMaskArea.BiomeType =
                (BiomeType)EditorGUILayout.EnumPopup("Select biome", _biomeMaskArea.BiomeType);
            if (EditorGUI.EndChangeCheck())
            {
                SetMaskDirty();
            }
            GUILayout.EndVertical();
        }
Пример #2
0
        private void DrawEditBiomeSplatmapsInspector()
        {
            VegetationSystemPro vegetationSystemPro = _terrainSystemPro.VegetationSystemPro;

            GUILayout.BeginVertical("box");
            EditorGUILayout.LabelField("Select biome/vegetation package", LabelStyle);

            if (vegetationSystemPro.VegetationPackageProList.Count == 0)
            {
                EditorGUILayout.HelpBox("You need to add a biome/vegetation package in order to edit splatmap rules.", MessageType.Warning);
                GUILayout.EndVertical();
                return;
            }



            string[] packageNameList = new string[vegetationSystemPro.VegetationPackageProList.Count];
            for (int i = 0; i <= vegetationSystemPro.VegetationPackageProList.Count - 1; i++)
            {
                if (vegetationSystemPro.VegetationPackageProList[i])
                {
                    packageNameList[i] = (i + 1).ToString() + " " +
                                         vegetationSystemPro.VegetationPackageProList[i].PackageName;
                }
                else
                {
                    packageNameList[i] = "Not found";
                }
            }

            EditorGUI.BeginChangeCheck();
            _terrainSystemPro.VegetationPackageIndex = EditorGUILayout.Popup("Selected vegetation package",
                                                                             _terrainSystemPro.VegetationPackageIndex, packageNameList);
            if (EditorGUI.EndChangeCheck())
            {
            }

            EditorGUILayout.HelpBox(
                "Select the biome to edit. Press the Generate Splatmap button to apply settings to the terrains. Only unity terrains are affected by this.",
                MessageType.Info);
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            if (GUILayout.Button("Generate biome splatmaps"))
            {
                _terrainSystemPro.GenerateSplatMap(false);
                _terrainSystemPro.ShowTerrainHeatmap(false);
                SetAllVegetationPackagesDirty();
                SetSceneDirty();
            }
            EditorGUILayout.HelpBox(
                "You can lock textures. These will not be not be removed when generating the splat.",
                MessageType.Info);

            if (GUILayout.Button("Generate biome splatmaps - clear locked textures"))
            {
                _terrainSystemPro.GenerateSplatMap(true);
                _terrainSystemPro.ShowTerrainHeatmap(false);
                SetAllVegetationPackagesDirty();
                SetSceneDirty();
            }

            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");

            EditorGUI.BeginChangeCheck();
            _terrainSystemPro.VegetationSystemPro.ShowHeatMap = EditorGUILayout.Toggle("Show heatmap", _terrainSystemPro.VegetationSystemPro.ShowHeatMap);
            if (EditorGUI.EndChangeCheck())
            {
                _terrainSystemPro.ShowTerrainHeatmap(_terrainSystemPro.VegetationSystemPro.ShowHeatMap);
                SceneView.RepaintAll();
            }

            EditorGUILayout.HelpBox(
                "Enable to show the terrain distribution for the selected texture. Noise is an estimate and will not be the same as when generated.",
                MessageType.Info);
            GUILayout.EndVertical();

            VegetationPackagePro vegetationPackagePro =
                _terrainSystemPro.VegetationSystemPro.VegetationPackageProList[
                    _terrainSystemPro.VegetationPackageIndex];

            GUILayout.BeginVertical("box");
            EditorGUILayout.HelpBox("Automatic terrain texture distribution is done based on the curve settings for height over water level and steepness(angle) of the terrain", MessageType.Info);
            GUILayout.EndVertical();

            GUILayout.BeginVertical("box");
            _terrainSystemPro.VegetationSystemPro.ShowTerrainTextures = EditorGUILayout.Toggle("Show terrain textures", _terrainSystemPro.VegetationSystemPro.ShowTerrainTextures);
            EditorGUILayout.HelpBox("The textures on the first terrain, not in the package will show in the list below. These are the actual textures used.", MessageType.Info);
            GUILayout.EndVertical();
            //GUILayout.BeginVertical("box");
            //EditorGUILayout.LabelField("Terrain height", LabelStyle);

            //_terrainSystem.GetVegetationPackage().AutomaticMaxCurveHeight =
            //    EditorGUILayout.Toggle("Use max height in terrain", _terrainSystem.GetVegetationPackage().AutomaticMaxCurveHeight);

            //if (!_terrainSystem.GetVegetationPackage().AutomaticMaxCurveHeight)
            //{
            //    _terrainSystem.GetVegetationPackage().MaxCurveHeight = EditorGUILayout.FloatField("Max curve height", _terrainSystem.GetVegetationPackage().MaxCurveHeight);
            //    EditorGUILayout.LabelField("Max possible terrain height: " + _terrainSystem.VegetationSystem.UnityTerrainData.size.y.ToString(CultureInfo.InvariantCulture) + " meters", LabelStyle);

            //    if (GUILayout.Button("Calculate max height in terrain."))
            //    {
            //        _terrainSystem.GetVegetationPackage().MaxCurveHeight = _terrainSystem.VegetationSystem.UnityTerrainData.MaxTerrainHeight;
            //        EditorUtility.SetDirty(_terrainSystem.GetVegetationPackage());
            //    }

            //    if (_terrainSystem.GetVegetationPackage().MaxCurveHeight < 1)
            //    {
            //        EditorGUILayout.HelpBox("You need to set or calculate terrain max height in order to set the max height value for the curves.", MessageType.Error);
            //    }
            //}
            //EditorGUILayout.HelpBox("Max curve height sets the height at max curve value. For easiest control of the curves it should be set to just above max height in current terrain.", MessageType.Info);
            //GUILayout.EndVertical();

            if (vegetationPackagePro.TerrainTextureCount > 0)
            {
                if (_terrainSystemPro.VegetationPackageTextureIndex > vegetationPackagePro.TerrainTextureCount)
                {
                    _terrainSystemPro.VegetationPackageTextureIndex = 0;
                }
                EditorGUI.BeginChangeCheck();

                GUILayout.BeginVertical("box");
                EditorGUILayout.LabelField("Select terrain texture", LabelStyle);
                GUIContent[] textureImageButtons = new GUIContent[vegetationPackagePro.TerrainTextureSettingsList.Count];

                for (int i = 0; i <= vegetationPackagePro.TerrainTextureSettingsList.Count - 1; i++)
                {
                    if (_terrainSystemPro.VegetationSystemPro.ShowTerrainTextures)
                    {
                        textureImageButtons[i] = new GUIContent
                        {
                            image = AssetPreviewCache.GetAssetPreview(_terrainSystemPro.GetTerrainTexture(i))
                        };
                    }
                    else
                    {
                        textureImageButtons[i] = new GUIContent
                        {
                            image = AssetPreviewCache.GetAssetPreview(vegetationPackagePro.TerrainTextureList[i].Texture)
                        };
                    }
                }

                int imageWidth = 80;
                int columns    = Mathf.FloorToInt((EditorGUIUtility.currentViewWidth - 50) / imageWidth);
                int rows       = Mathf.CeilToInt((float)textureImageButtons.Length / columns);
                int gridHeight = (rows) * imageWidth;

                _terrainSystemPro.VegetationPackageTextureIndex = GUILayout.SelectionGrid(_terrainSystemPro.VegetationPackageTextureIndex, textureImageButtons, columns, GUILayout.MaxWidth(columns * imageWidth), GUILayout.MaxHeight(gridHeight));
                GUILayout.EndVertical();

                if (EditorGUI.EndChangeCheck())
                {
                    _terrainSystemPro.UpdateTerrainHeatmap();
                }

                //if (_terrainSystem.VegetationSystem)
                //{
                //    GUILayout.BeginVertical("box");
                //    EditorGUILayout.LabelField("Visualize height/steepness in terrain", LabelStyle);
                //    EditorGUI.BeginChangeCheck();
                //    bool overrideMaterial = EditorGUILayout.Toggle("Show heatmap", _terrainSystem.VegetationSystem.TerrainMaterialOverridden);
                //    EditorGUILayout.HelpBox("Enabling heatmap will show the spawn area of the selected texture based on the current height and steepness curves.", MessageType.Info);

                //    if (EditorGUI.EndChangeCheck())
                //    {
                //        if (overrideMaterial)
                //        {
                //            _terrainSystem.UpdateHeatmapMaterial(_currentTextureItem);
                //            _terrainSystem.VegetationSystem.OverrideTerrainMaterial(_terrainSystem.TerrainHeatMapMaterial);
                //            EditorUtility.SetDirty(_terrainSystem.VegetationSystem);
                //        }
                //        else
                //        {
                //            _terrainSystem.VegetationSystem.RestoreTerrainMaterial();
                //        }
                //    }
                //    GUILayout.EndVertical();

                //    _terrainSystem.UpdateHeatmapMaterial(_currentTextureItem);
                //}

                GUILayout.BeginVertical("box");

                TerrainTextureSettings terrainTextureSettings =
                    vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex];

                EditorGUI.BeginChangeCheck();
                vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].Enabled = EditorGUILayout.Toggle("Use with auto splat generation", vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].Enabled);

                EditorGUI.BeginDisabledGroup(
                    vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].Enabled);

                vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].LockTexture = EditorGUILayout.Toggle("Lock texture", vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].LockTexture);
                EditorGUI.EndDisabledGroup();

                EditorGUILayout.HelpBox("Locked textures are kept while generating splatmaps", MessageType.Info);

                _terrainSystemPro.ShowCurvesMenu =
                    VegetationPackageEditorTools.DrawHeader("Height/Steepness rules", _terrainSystemPro.ShowCurvesMenu);
                if (_terrainSystemPro.ShowCurvesMenu)
                {
                    EditorGUILayout.LabelField("Texture " + (_terrainSystemPro.VegetationPackageTextureIndex + 1).ToString() + " Height", LabelStyle, GUILayout.Width(150));
                    float height = vegetationSystemPro.VegetationSystemBounds.size.y - vegetationSystemPro.SeaLevel;

                    _heightCurveEditor.MaxValue = height;

                    if (_heightCurveEditor.EditCurve(vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].TextureHeightCurve, this))
                    {
                        _terrainSystemPro.UpdateTerrainHeatmap();
                        EditorUtility.SetDirty(vegetationPackagePro);
                    }
                    EditorGUILayout.LabelField("Texture " + (_terrainSystemPro.VegetationPackageTextureIndex + 1).ToString() + " Steepness", LabelStyle, GUILayout.Width(150));


                    if (_steepnessCurveEditor.EditCurve(vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].TextureSteepnessCurve, this))
                    {
                        _terrainSystemPro.UpdateTerrainHeatmap();
                        EditorUtility.SetDirty(vegetationPackagePro);
                    }
                }
                ;

                _terrainSystemPro.ShowNoiseMenu =
                    VegetationPackageEditorTools.DrawHeader("Noise/Concave/convex rules", _terrainSystemPro.ShowNoiseMenu);
                if (_terrainSystemPro.ShowNoiseMenu)
                {
                    vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                    .UseNoise = EditorGUILayout.Toggle("Use perlin noise",
                                                       vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                                                       .UseNoise);
                    if (vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                        .UseNoise)
                    {
                        vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                        .InverseNoise = EditorGUILayout.Toggle("Inverse noise",
                                                               vegetationPackagePro
                                                               .TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                                                               .InverseNoise);
                        vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                        .NoiseScale = EditorGUILayout.Slider("Noise scale",
                                                             vegetationPackagePro
                                                             .TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex].NoiseScale,
                                                             1, 200f);
                        vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                        .NoiseOffset = EditorGUILayout.Vector2Field("Noise offset",
                                                                    vegetationPackagePro
                                                                    .TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                                                                    .NoiseOffset);
                    }

                    vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                    .TextureWeight = EditorGUILayout.Slider("Texture weight",
                                                            vegetationPackagePro.TerrainTextureSettingsList[_terrainSystemPro.VegetationPackageTextureIndex]
                                                            .TextureWeight, 0, 5f);

                    terrainTextureSettings.ConcaveEnable =
                        EditorGUILayout.Toggle("Use concave rules", terrainTextureSettings.ConcaveEnable);
                    terrainTextureSettings.ConvexEnable =
                        EditorGUILayout.Toggle("Use convex rules", terrainTextureSettings.ConvexEnable);

                    if (terrainTextureSettings.ConcaveEnable || terrainTextureSettings.ConvexEnable)
                    {
                        terrainTextureSettings.ConcaveMode =
                            (ConcaveMode)EditorGUILayout.EnumPopup("Blend mode", terrainTextureSettings.ConcaveMode);
                        EditorGUILayout.HelpBox(
                            "Additive will add convex/concave areas in additon to areas selected by heigh/streepness. Blend will show areas that have all characteristics.",
                            MessageType.Info);
                        terrainTextureSettings.ConcaveAverage =
                            EditorGUILayout.Toggle("Average samples", terrainTextureSettings.ConcaveAverage);
                        terrainTextureSettings.ConcaveMinHeightDifference = EditorGUILayout.Slider(
                            "Min height difference", terrainTextureSettings.ConcaveMinHeightDifference, 0.1f, 10f);
                        terrainTextureSettings.ConcaveDistance = EditorGUILayout.Slider("Distance",
                                                                                        terrainTextureSettings.ConcaveDistance, 0f, 20f);
                    }
                }

                if (EditorGUI.EndChangeCheck())
                {
                    _terrainSystemPro.UpdateTerrainHeatmap();
                    EditorUtility.SetDirty(vegetationPackagePro);
                }
                GUILayout.EndVertical();
            }
            else
            {
                GUILayout.BeginVertical("box");
                EditorGUILayout.HelpBox(
                    "Vegetation package has no textures",
                    MessageType.Warning);
                GUILayout.EndVertical();
            }
        }
Пример #3
0
        public override void OnInspectorGUI()
        {
            HelpTopic = "vegetation-beacon";
            base.OnInspectorGUI();

            VegetationBeacon = (target as VegetationBeacon);
            if (VegetationBeacon)
            {
                GUILayout.BeginVertical("box");
                EditorGUILayout.LabelField("Settings", LabelStyle);
                EditorGUI.BeginChangeCheck();
                if (VegetationBeacon != null)
                {
                    VegetationBeacon.Radius = EditorGUILayout.Slider("Radius", VegetationBeacon.Radius, 0.1f, 150f);
                    EditorGUILayout.LabelField("Falloff curve", LabelStyle);
                    if (_distanceCurveEditor.EditCurve(VegetationBeacon.FalloffCurve, this))
                    {
                        SetMaskDirty();
                    }

                    EditorGUILayout.HelpBox("This curve sets the spawn chance of the localized vegetation. left center, right edges of area. Top is high spawn chance.", MessageType.Info);
                    if (EditorGUI.EndChangeCheck())
                    {
                        SetMaskDirty();
                    }

                    GUILayout.EndVertical();


                    GUILayout.BeginVertical("box");
                    EditorGUILayout.LabelField("Localized vegetation placement", LabelStyle);

                    if (GUILayout.Button("Add vegetation type"))
                    {
                        VegetationTypeSettings newVegetationTypeSettings = new VegetationTypeSettings();
                        VegetationBeacon.VegetationTypeList.Add(newVegetationTypeSettings);
                        _vegetationTypeIndex = VegetationBeacon.VegetationTypeList.Count - 1;
                        SetMaskDirty();
                    }

                    string[] packageNameList = new string[VegetationBeacon.VegetationTypeList.Count];
                    for (int i = 0; i <= VegetationBeacon.VegetationTypeList.Count - 1; i++)
                    {
                        packageNameList[i] = (i + 1).ToString() + ". Item";
                    }


                    if (VegetationBeacon.VegetationTypeList.Count > 0)
                    {
                        if (_vegetationTypeIndex > VegetationBeacon.VegetationTypeList.Count - 1)
                        {
                            _vegetationTypeIndex = VegetationBeacon.VegetationTypeList.Count - 1;
                        }
                        _vegetationTypeIndex = EditorGUILayout.Popup("Selected item", _vegetationTypeIndex, packageNameList);

                        //Settings for selected VegetationType


                        EditorGUI.BeginChangeCheck();
                        GUILayout.BeginVertical("box");

                        VegetationBeacon.VegetationTypeList[_vegetationTypeIndex].Index   = (VegetationTypeIndex)EditorGUILayout.EnumPopup("Vegetation type", VegetationBeacon.VegetationTypeList[_vegetationTypeIndex].Index);
                        VegetationBeacon.VegetationTypeList[_vegetationTypeIndex].Density = EditorGUILayout.Slider("Density", VegetationBeacon.VegetationTypeList[_vegetationTypeIndex].Density, 0f, 1f);
                        VegetationBeacon.VegetationTypeList[_vegetationTypeIndex].Size    = EditorGUILayout.Slider("Size", VegetationBeacon.VegetationTypeList[_vegetationTypeIndex].Size, 0f, 2f);

                        if (GUILayout.Button("Delete selected item"))
                        {
                            VegetationBeacon.VegetationTypeList.RemoveAt(_vegetationTypeIndex);
                        }

                        GUILayout.EndVertical();

                        if (EditorGUI.EndChangeCheck())
                        {
                            SetMaskDirty();
                        }
                    }
                }
            }

            GUILayout.EndVertical();
        }