示例#1
0
    // Draw the property inside the given rect
    public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
    {
        GUILayout.BeginHorizontal();

        GUILayout.Label(label);
        RawFileData data = null;

        if (property.objectReferenceValue is RawFileData)
        {
            data = property.objectReferenceValue as RawFileData;
        }
        if (data != null && data.previewTexture != null)
        {
            GUILayout.Box(data.previewTexture, GUILayout.Width(64), GUILayout.Height(64));
        }
        GUILayout.BeginVertical();
        if (GUILayout.Button("Import..."))
        {
            string text = EditorUtility.OpenFilePanel("Import Raw Heightmap", string.Empty, "raw");
            if (text != string.Empty)
            {
                ImportRawHeightmap importRawHeightmap = TerrainWizard.DisplayTerrainWizard <ImportRawHeightmap>("Import Heightmap", "Import");
                importRawHeightmap.InitializeImportRaw(text, (float[,] values) => { UpdateTexture(data, values); });
            }
        }
        if (data != null && data.previewTexture != null)
        {
            if (GUILayout.Button("Clear"))
            {
                Clear(data);
            }
        }
        GUILayout.EndVertical();
        GUILayout.EndHorizontal();
    }
示例#2
0
    /// <summary>
    /// 创建地图
    /// </summary>
    /// <param name="mapName">地图名称</param>
    /// <param name="mapWidth">小地图行数</param>
    /// <param name="mapLength">小地图列数</param>
    /// <param name="mapHight">地图高度</param>
    /// <param name="highttextureAcc">高度纹理精度</param>
    /// <param name="sevepath">保存路径</param>
    /// <param name="rawpath">.raw文件路径</param>
    /// <param name="texture2DArr">贴图数组</param>
    public static void CreateTerrain(string mapName, int mapWidth, int mapLength, int mapHight, float highttextureAcc, string sevepath, string rawpath, Texture2D[] texture2DArr)
    {
        string[] rawpaths = Directory.GetFiles(rawpath);

        if (rawpaths.Length != mapLength * mapWidth)
        {
            Debug.LogError(".raw资源不足或行列数配置错误!");
            return;
        }
        string foderPath = sevepath + "/" + mapName;

        if (Directory.Exists(foderPath))
        {
            DeleteDirectory(foderPath);
        }
        DirectoryInfo directoryinfo = Directory.CreateDirectory(foderPath);

        AssetDatabase.Refresh();
        GameObject rootGo = new GameObject(mapName);

        string localpath = foderPath.Substring(foderPath.IndexOf("Assets")) + "/";

        TerrainLayer[] tls = new TerrainLayer[texture2DArr.Length];
        for (int k = 0; k < texture2DArr.Length; k++)
        {
            TerrainLayer tl = new TerrainLayer();
            AssetDatabase.CreateAsset(tl, localpath + "TerrainLayer_" + k + ".asset");
            tl.diffuseTexture = texture2DArr[k];
            tls[k]            = tl;
        }

        for (int i = 0; i < mapLength; i++)
        {
            for (int j = 0; j < mapWidth; j++)
            {
                TerrainData terrainData = new TerrainData();
                AssetDatabase.CreateAsset(terrainData, localpath + "TD_" + (i * mapWidth + j) + ".asset");
                terrainData.heightmapResolution = 513;
                terrainData.SetDetailResolution(512, 32);
                terrainData.terrainLayers = tls;
                terrainData.size          = new Vector3(50, mapHight, 50);
                GameObject go = Terrain.CreateTerrainGameObject(terrainData);
                go.name                    = "T_" + (i * mapWidth + j);
                go.transform.parent        = rootGo.transform;
                go.transform.localPosition = new Vector3(j * 50, 0, i * 50);
                ImportRawHeightmap importRawHeightmap = new ImportRawHeightmap();
                Terrain            ter = go.GetComponent <Terrain>();
                ter.heightmapPixelError = highttextureAcc;
                importRawHeightmap.InitializeImportRaw(ter, rawpaths[i * mapWidth + j]);
                PrefabUtility.SaveAsPrefabAssetAndConnect(go, localpath + mapName + "_" + (i * mapWidth + j) + ".prefab", InteractionMode.AutomatedAction);
            }
        }
    }