Пример #1
0
 public void Init()
 {
     EditorWindow.GetWindow <BiomeSettingsWindow>();
     materialTerrain = BiomeManager.GetMaterial(0);
     manager         = AbstractManagerEditor.manager;
     biomeSelected   = BiomeManager.biomes.Count + 1;
 }
Пример #2
0
        // ###################################################################################################################
        // ############################ Methods used mostly by the Custom Editor classes #####################################
        // ###################################################################################################################

        public override void GenerateBiome()
        {
            MaterialTerrain bioMat = BiomeManager.GetMaterial(biome);

            bioMat.SetShaderType(WorldManager.worldInstance.shaderType);

            SplatPrototype[] splats = new SplatPrototype[1];
            splats[0]         = new SplatPrototype();
            splats[0].texture = (Texture2D)(bioMat.GetTexture("_Texture0"));
            terrain.terrainData.splatPrototypes = splats;

            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_OriginalMode)
            {
                bioMat.material.SetFloat("_Transition1", terrain.terrainData.size[0] / 2);
                bioMat.material.SetFloat("_Transition2", terrain.terrainData.size[0] / 2);
                bioMat.material.SetInt("_TransitionType1", 0);
                bioMat.material.SetInt("_TransitionType2", 0);
                bioMat.material.SetFloat("_TransitionPos0", 0);
                bioMat.material.SetFloat("_TransitionPos1", 0);
                bioMat.material.SetFloat("_LimitMax", terrain.terrainData.size[0]);
            }
            bioMat.material.SetFloat("_MapHeight", terrain.terrainData.size[1]);
            bioMat.material.SetFloat("_MapSize", terrain.terrainData.size[0]);

            terrain.materialType     = Terrain.MaterialType.Custom;
            terrain.materialTemplate = (Material)Instantiate(bioMat.material);
        }
Пример #3
0
        void DrawWindow()
        {
            EditorGUILayout.BeginHorizontal();
            {
                dynamicUpdate = GUILayout.Toggle(dynamicUpdate, "Dynamic update");

                if (manager.GetType() == typeof(WorldManager))
                {
                    string[] biomes_str = null; int[] biomes_int = null;
                    EditorUtils.Enum(ref biomes_str, ref biomes_int, BiomeManager.biomes.Count + 1, BiomeManager.biomes);

                    biomes_str[BiomeManager.biomes.Count] = "All";
                    biomes_int[BiomeManager.biomes.Count] = biomes_str.Length;

                    GUILayout.Label("Biome type");

                    biomeSelected = EditorGUILayout.IntPopup(biomeSelected, biomes_str, biomes_int);

                    if (biomeSelected != lastBiomeSelected)
                    {
                        lastBiomeSelected = biomeSelected;
                    }

                    if (GUILayout.Button("+"))
                    {
                        NewBiomeWindow.CreateInstance <NewBiomeWindow>().Init();
                    }
                }
                else
                {
                    biomeSelected = manager.GetComponent <TerrainManager>().biome;
                }


                MaterialTerrain matTerrain = BiomeManager.GetMaterial(biomeSelected);
                if (matTerrain != null && materialTerrain != null)
                {
                    materialTerrain = matTerrain;
                }
            }
            EditorGUILayout.EndHorizontal();

            if (materialTerrain == null)
            {
                return;
            }

            scrollpos = EditorGUILayout.BeginScrollView(scrollpos, GUILayout.Width(600), GUILayout.Height(500));
            BiomeSettingsInspector.Draw(materialTerrain);
            EditorGUILayout.EndScrollView();

            if (GUILayout.Button("Update changes"))
            {
                updateButton = true;
            }

            UpdateChanges();
        }
        public override void ChangeMaterialSettings(int biome, MaterialTerrain material, MaterialTerrain.MaterialSettings settings)
        {
            material.SetMaterialSettingsToShader(settings);

            foreach (Chunk chunk in _chunks)
            {
                var terrainManager = chunk.chunkTerrain.GetComponent <TerrainManager>();
                terrainManager.ChangeMaterialSettings(biome, material, settings);
            }
        }
Пример #5
0
        public static void CreateNewBiome(string name)
        {
            MaterialTerrain materialTerrain = new MaterialTerrain(name);

            //string shader = (WorldManager.worldInstance.shaderType == eShaderType.Shader_OriginalMode ? PATHS.MyCustomShader : PATHS.MyCustomShader_NoTransition);
            //Material material = new Material(Shader.Find(shader));
            //
            //UnityEditor.AssetDatabase.CreateAsset(material, PATHS.BiomeMaterials + newbiome + "Material.mat");

            biomes.Add(new Biome(name, materialTerrain));
        }
        public void DrawTransitions()
        {
            // This lines are a trick for adjust the all material heights for getting a proper visuals transitions color
            int             biomeSelected = BiomeManager.biomes.Count + 1;
            MaterialTerrain material      = BiomeManager.GetMaterial(0);

            ChangeMaterialSettings(biomeSelected, material, material.GetMaterialSettingsFromShader());

            // Do the transition
            Utils.DrawTransitions();
        }
Пример #7
0
        public void SetMaterial(MaterialTerrain material)
        {
            thisMaterial = material;

            /*btp0 = ResourceLoader.ButtomTexturePosition0;
            *  btp1 = ResourceLoader.ButtomTexturePosition1;
            *  btp2 = ResourceLoader.ButtomTexturePosition2;
            *  btp3 = ResourceLoader.ButtomTexturePosition3;
            *  btp4 = ResourceLoader.ButtomTexturePosition4;*/

            btt0 = ResourceLoader.ButtomTextureType0;
            btt1 = ResourceLoader.ButtomTextureType1;
            btt2 = ResourceLoader.ButtomTextureType2;
            btt3 = ResourceLoader.ButtomTextureType3;

            _mySkin = ResourceLoader.Skin1;
        }
        void OnEnable()
        {
            terrainManager = (TerrainManager)target;

            AbstractManagerEditor.manager = terrainManager;

            biomeSelected     = terrainManager.biome;
            lastBiomeSelected = biomeSelected;

            if (terrainManager.terrain.materialTemplate == null)
            {
                Debug.LogError("You need generate biomes first");
            }

            materialTerrain = BiomeManager.GetMaterial(terrainManager.biome);

            defaultColor = GUI.color;
        }
Пример #9
0
        public override void ChangeMaterialSettings(int biome, MaterialTerrain material, MaterialTerrain.MaterialSettings settings)
        {
            if (chunk.chunkTerrain.materialTemplate == null)
            {
                return;
            }

            if (chunk.chunkTerrain.materialTemplate.name.Contains(material.name) || biome == BiomeManager.biomes.Count + 1)
            {
                MaterialTerrain newMat = new MaterialTerrain(chunk.chunkTerrain.materialTemplate);
                if (biome == BiomeManager.biomes.Count + 1)
                {
                    newMat.withoutTextures = true;
                }
                newMat.SetMaterialSettingsToShader(settings);
                newMat.withoutTextures = false;
                chunk.chunkTerrain.materialTemplate = newMat.material;
            }
        }
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (terrainManager.terrain.materialTemplate == null)
            {
                return;
            }

            string[] biomes_str = null;
            int[]    biomes_int = null;
            EditorUtils.Enum(ref biomes_str, ref biomes_int, BiomeManager.biomes.Count + 1, BiomeManager.biomes);

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            if (WorldManagerInspector.worldManager.shaderType == eShaderType.Shader_OriginalMode)
            {
                GUILayout.Label("Biome type");

                biomeSelected = EditorGUILayout.IntPopup(biomeSelected, biomes_str, biomes_int);

                if (biomeSelected != lastBiomeSelected)
                {
                    MaterialTerrain newmat = BiomeManager.GetMaterial(biomeSelected);
                    if (newmat != null && materialTerrain != null)
                    {
                        materialTerrain      = newmat;
                        terrainManager.biome = biomeSelected;
                        terrainManager.GenerateBiome();
                    }
                }

                lastBiomeSelected = biomeSelected;
            }

            GUI.skin = ResourceLoader.Skin4;

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("BiomeSettings", GUILayout.Height(25f)))
            {
                var biomesWindow = BiomeSettingsWindow.CreateInstance <BiomeSettingsWindow>();
                biomesWindow.Init();
                biomesWindow.SetMaterial(materialTerrain);
            }
            if (GUILayout.Button("GrassSettings", GUILayout.Height(25f)))
            {
                var grassWindow = GrassSettingsWindow.CreateInstance <GrassSettingsWindow>();
                grassWindow.Init();
            }
            EditorGUILayout.EndHorizontal();

            if (WorldManagerInspector.worldManager.builded && WorldManagerInspector.worldManager.noised)
            {
                EditorUtils.ButtonPressed("SmoothTerrain", ref terrainManager.smoothTerrainFade, Color.green, defaultColor);
                FadeMenusManager.GetFadeMenu(eFadeMenus.SMOOTH).update(ref terrainManager.smoothTerrainFade);
            }

            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
            {
                return;
            }
        }
Пример #11
0
        //public void SetMaterial(Material material)
        //{
        //    this.material = material;
        //}

        public void SetMaterial(MaterialTerrain materialTerrain)
        {
            this.materialTerrain = materialTerrain;
        }
Пример #12
0
        //public Material material { get; private set; }

        //public Biome(string name)
        //{
        //    this.name = name;
        //    this.material = Resources.LoadAssetAtPath<Material>(Path + name + "Material.mat");
        //}

        public Biome(string name, MaterialTerrain materialTerrain)
        {
            this.materialTerrain = materialTerrain;
            this.name            = name;
        }
Пример #13
0
 public void SetMaterial(MaterialTerrain material)
 {
     materialTerrain = material;
 }
Пример #14
0
 abstract public void ChangeMaterialSettings(int biomeSelected, MaterialTerrain material, MaterialTerrain.MaterialSettings settings);
        public static MaterialTerrain Draw(MaterialTerrain material)
        {
            var materialSettings = material.GetMaterialSettingsFromShader();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.BeginVertical();
            GUILayout.Label("Effects");
            materialSettings.color = EditorGUILayout.ColorField(materialSettings.color);
            EditorGUILayout.BeginHorizontal();
            materialSettings.glossines = EditorGUILayout.Slider(materialSettings.glossines, 0, 1);
            GUILayout.Label("- Smooth");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            materialSettings.metallic = EditorGUILayout.Slider(materialSettings.metallic, 0, 1);
            GUILayout.Label("- Metallic");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            materialSettings.scale = EditorGUILayout.Slider(materialSettings.scale, 0, 1);
            GUILayout.Label("- Scale");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();

            EditorGUILayout.Separator(); EditorGUILayout.Separator();

            materialSettings.tex1       = EditorGUILayout.ObjectField("", materialSettings.tex1, typeof(Texture2D), true) as Texture2D;
            EditorGUIUtility.labelWidth = 20;
            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
            {
                materialSettings.nrm1 = EditorGUILayout.ObjectField("", materialSettings.nrm1, typeof(Texture2D), true) as Texture2D;
            }

            EditorGUILayout.EndHorizontal();

            //----------------------------------------------------------------
            EditorGUILayout.Separator();
            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.BeginVertical();
            GUILayout.Label("Texture1");
            EditorGUILayout.BeginHorizontal();
            materialSettings.tex2h = EditorGUILayout.Slider(materialSettings.tex2h, 0, 1);
            GUILayout.Label("H");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            materialSettings.tex2b = EditorGUILayout.Slider(materialSettings.tex2b, 0, 100);
            GUILayout.Label("B");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            materialSettings.tex2       = EditorGUILayout.ObjectField("", materialSettings.tex2, typeof(Texture2D), true) as Texture2D;
            EditorGUIUtility.labelWidth = 10;
            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
            {
                materialSettings.nrm2 = EditorGUILayout.ObjectField("", materialSettings.nrm2, typeof(Texture2D), true) as Texture2D;
            }

            EditorGUILayout.EndHorizontal();

            //----------------------------------------------------------------
            EditorGUILayout.Separator();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.BeginVertical();
            GUILayout.Label("Texture2");
            EditorGUILayout.BeginHorizontal();
            materialSettings.tex3h = EditorGUILayout.Slider(materialSettings.tex3h, 0, 1);
            GUILayout.Label("H");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            materialSettings.tex3b = EditorGUILayout.Slider(materialSettings.tex3b, 0, 100);
            GUILayout.Label("B");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            materialSettings.tex3       = EditorGUILayout.ObjectField("", materialSettings.tex3, typeof(Texture2D), true) as Texture2D;
            EditorGUIUtility.labelWidth = 10;
            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
            {
                materialSettings.nrm3 = EditorGUILayout.ObjectField("", materialSettings.nrm3, typeof(Texture2D), true) as Texture2D;
            }

            EditorGUILayout.EndHorizontal();

            //----------------------------------------------------------------
            EditorGUILayout.Separator();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.BeginVertical();
            GUILayout.Label("Texture3");
            EditorGUILayout.BeginHorizontal();
            materialSettings.tex4h = EditorGUILayout.Slider(materialSettings.tex4h, 0, 1);
            GUILayout.Label("H");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            materialSettings.tex4b = EditorGUILayout.Slider(materialSettings.tex4b, 0, 100);
            GUILayout.Label("B");
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndVertical();

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            materialSettings.tex4       = EditorGUILayout.ObjectField("", materialSettings.tex4, typeof(Texture2D), true) as Texture2D;
            EditorGUIUtility.labelWidth = 10;
            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
            {
                materialSettings.nrm4 = EditorGUILayout.ObjectField("", materialSettings.nrm4, typeof(Texture2D), true) as Texture2D;
            }

            EditorGUILayout.EndHorizontal();

            if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
            {
                //----------------------------------------------------------------

                EditorGUILayout.Separator();

                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.BeginVertical();
                GUILayout.Label("Texture4");
                EditorGUILayout.BeginHorizontal();
                materialSettings.tex5h = EditorGUILayout.Slider(materialSettings.tex5h, 0, 1);
                GUILayout.Label("H");
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                materialSettings.tex5b = EditorGUILayout.Slider(materialSettings.tex5b, 0, 100);
                GUILayout.Label("B");
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.EndVertical();

                EditorGUILayout.Separator();
                EditorGUILayout.Separator();

                materialSettings.tex5       = EditorGUILayout.ObjectField("", materialSettings.tex5, typeof(Texture2D), true) as Texture2D;
                EditorGUIUtility.labelWidth = 10;
                materialSettings.nrm5       = EditorGUILayout.ObjectField("", materialSettings.nrm5, typeof(Texture2D), true) as Texture2D;

                EditorGUILayout.EndHorizontal();

                //---------------------------------------------------------------

                /*EditorGUILayout.Separator();
                 *
                 * EditorGUILayout.BeginHorizontal();
                 * EditorGUILayout.BeginVertical();
                 * GUILayout.Label("Texture5");
                 * EditorGUILayout.BeginHorizontal();
                 * materialSettings.tex6h = EditorGUILayout.Slider(materialSettings.tex6h, 0, 1);
                 * GUILayout.Label("H");
                 * EditorGUILayout.EndHorizontal();
                 * EditorGUILayout.BeginHorizontal();
                 * materialSettings.tex6b = EditorGUILayout.Slider(materialSettings.tex6b, 0, 100);
                 * GUILayout.Label("B");
                 * EditorGUILayout.EndHorizontal();
                 * EditorGUILayout.EndVertical();
                 *
                 * EditorGUILayout.Separator();
                 * EditorGUILayout.Separator();
                 *
                 * materialSettings.tex6 = EditorGUILayout.ObjectField("", materialSettings.tex6, typeof(Texture2D), true) as Texture2D;
                 * EditorGUIUtility.labelWidth = 10;
                 * materialSettings.nrm6 = EditorGUILayout.ObjectField("", materialSettings.nrm6, typeof(Texture2D), true) as Texture2D;
                 *
                 * EditorGUILayout.EndHorizontal();*/
            }

            EditorGUILayout.Separator();
            EditorGUILayout.Separator();
            EditorGUILayout.Separator();

            EditorGUILayout.BeginHorizontal();
            {
                EditorGUILayout.BeginVertical();
                {
                    GUILayout.Label("CliffScale");
                    EditorGUILayout.BeginHorizontal();
                    materialSettings.cliffScale = EditorGUILayout.Vector2Field("", materialSettings.cliffScale);
                    EditorGUILayout.EndHorizontal();

                    GUILayout.Label("CliffBlend");
                    materialSettings.cliffB = EditorGUILayout.Slider(materialSettings.cliffB, 0, 2);

                    GUILayout.Label("CliffFade");
                    materialSettings.cliffFade = EditorGUILayout.Slider(materialSettings.cliffFade, 0, 1);

                    GUILayout.Label("CliffMinHeight");
                    materialSettings.cliffMin = EditorGUILayout.Slider(materialSettings.cliffMin, -1, 1);

                    GUILayout.Label("CliffMaxHeight");
                    materialSettings.cliffMax = EditorGUILayout.Slider(materialSettings.cliffMax, -1, 1);

                    GUILayout.Label("CliffFadeTreshold");
                    materialSettings.cliffFadeTreshold = EditorGUILayout.Slider(materialSettings.cliffFadeTreshold, 1, 10);

                    GUILayout.Label("CliffFadeBottom");
                    materialSettings.cliffFadeBottom = EditorGUILayout.Slider(materialSettings.cliffFadeBottom, 0, 200);

                    GUILayout.Label("CliffFadeTop");
                    materialSettings.cliffFadeTop = EditorGUILayout.Slider(materialSettings.cliffFadeTop, 0, 200);

                    GUILayout.Label("SteepNes");
                    materialSettings.steepnes = EditorGUILayout.Slider(materialSettings.steepnes, 0, 1);

                    GUILayout.Label("SteepNesBlend");
                    materialSettings.steepnesBlend = EditorGUILayout.Slider(materialSettings.steepnesBlend, 0, 20);
                }
                EditorGUILayout.EndVertical();

                EditorGUILayout.Separator();
                EditorGUILayout.Separator();


                materialSettings.texCliff   = EditorGUILayout.ObjectField("", materialSettings.texCliff, typeof(Texture2D), true) as Texture2D;
                EditorGUIUtility.labelWidth = 10;
                if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition)
                {
                    materialSettings.nrmCliff = EditorGUILayout.ObjectField("", materialSettings.nrmCliff, typeof(Texture2D), true) as Texture2D;
                }
            }
            EditorGUILayout.EndHorizontal();
            //----------------------------------------------------------------

            material.SetMaterialSettingsToShader(materialSettings);

            return(material);
        }