Пример #1
0
        public static void ExportTerrain()
        {
            if (!SetupSave())
            {
                return;
            }

            if (GameObject.FindObjectsOfType <Terrain>().Length > 1)
            {
                Debug.LogError("More than 1 terrain in scene");
                return;
            }

            var terrain          = GameObject.FindObjectOfType <Terrain>();
            var terrainExtention = terrain.gameObject.GetComponent <TerrainExtension>();

            if (terrainExtention == null)
            {
                Debug.LogError("Couldn't find terrain extention");
                return;
            }
            TerrainMapGenerator.GenerateHeightMap(terrainExtention, GetPath(heightmapFilename));
            TerrainMapGenerator.GenerateNormalMap(terrainExtention, GetPath(lightmapFilename));
            TerrainMapGenerator.SaveSplatMapFromTerrain(terrainExtention, GetPath(splatmapFilename));
        }
Пример #2
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            TerrainExtension ter = (TerrainExtension)target as TerrainExtension;

            EditorGUILayout.Separator();
            EditorGUILayout.BeginHorizontal();
            GUILayout.Label("Editor for terrain extension");
            EditorGUILayout.EndHorizontal();

            /*if (ter.Lightmap != null)
             * {
             *  if (GUILayout.Button("Generate NormalMap"))
             *  {
             *      if (ter.BakeAllTimeIndicesUpTo > 0)
             *      {
             *          for (int i = 0; i < ter.BakeAllTimeIndicesUpTo; i++)
             *          {
             *              ter.BakeTimeIndex = i;
             *              TerrainMapGenerator.GenerateNormalMap(ter, AssetDatabase.GetAssetOrScenePath(ter.GetNormalMap()));
             *          }
             *      }
             *      else
             *      {
             *          TerrainMapGenerator.GenerateNormalMap(ter, AssetDatabase.GetAssetOrScenePath(ter.GetNormalMap()));
             *      }
             *  }
             *
             *  if (GUILayout.Button("Generate HeightMap"))
             *  {
             *      TerrainMapGenerator.GenerateHeightMap(ter, AssetDatabase.GetAssetOrScenePath(ter.GetHeightMap()));
             *  }
             *
             * }
             * else
             * {
             *  GUILayout.Label("Must create a png map (with correct settings)\n and associate it as Normal map on both the material\n and on the terrain extension");
             * }*/


            if (ter.GetSplatMap() != null)
            {
                if (GUILayout.Button("Set splat from map"))
                {
                    SetSplatFromMap(ter);
                }

                if (GUILayout.Button("Save splatmap"))
                {
                    TerrainMapGenerator.SaveSplatMapFromTerrain(ter, AssetDatabase.GetAssetOrScenePath(ter.GetSplatMap()));
                }
            }

            if (GUILayout.Button("Generate splatmap from terrain"))
            {
                TerrainMapGenerator.GenerateSplatMap(ter);
            }

            if (GUILayout.Button("Smooth terrain"))
            {
                SmoothTerrain(ter);
            }

            /*if (GUILayout.Button("AddRockNoise"))
             * {
             *  TerrainMapGenerator.GenerateRockNoise(ter);
             * }*/
        }