示例#1
0
        public void FillListsWithGeneratorsAsset(MapMagic.GeneratorsAsset generatorsAsset)
        {
            if (generatorsAsset == null)
            {
                return;
            }

            foreach (MapMagic.Generator generator in generatorsAsset.list)
            {
                // biome
                if (generator is MapMagic.Biome)
                {
                    MapMagic.Biome biome = (MapMagic.Biome)generator;
                    FillListsWithGeneratorsAsset(biome.data);
                }
                // detail instancing
                else if (generator is MapMagic.GrassOutput)
                {
                    MapMagic.GrassOutput gen = (MapMagic.GrassOutput)generator;
                    for (int i = 0; i < gen.baseLayers.Length; i++)
                    {
                        if (gen.baseLayers[i].det != null)
                        {
                            terrainDetailPrototypes.Add(gen.baseLayers[i].det);
                        }
                        else
                        {
                            Debug.LogWarning("Map Magic generator contains unassigned Grass Output values. Please assign or remove these values.");
                        }
                    }
                }
                // tree instancing
                else if (generator is MapMagic.TreesOutput)
                {
                    MapMagic.TreesOutput gen = (MapMagic.TreesOutput)generator;
                    for (int i = 0; i < gen.baseLayers.Length; i++)
                    {
                        if (gen.baseLayers[i].prefab != null)
                        {
                            terrainTreePrototypes.Add(new TreePrototype()
                            {
                                prefab = gen.baseLayers[i].prefab
                            });
                        }
                        else
                        {
                            Debug.LogWarning("Map Magic generator contains unassigned Trees Output values. Please assign or remove these values.");
                        }
                    }
                }
                // prefab instancing
                else if (generator is MapMagic.ObjectOutput)
                {
                    MapMagic.ObjectOutput gen = (MapMagic.ObjectOutput)generator;
                    for (int i = 0; i < gen.baseLayers.Length; i++)
                    {
                        if (gen.baseLayers[i].prefab != null && !prefabs.Contains(gen.baseLayers[i].prefab.gameObject))
                        {
#if UNITY_EDITOR
#if UNITY_2018_3_OR_NEWER
                            if (PrefabUtility.GetPrefabAssetType(gen.baseLayers[i].prefab.gameObject) == PrefabAssetType.Model)
#else
                            if (PrefabUtility.GetPrefabType(gen.baseLayers[i].prefab.gameObject) == PrefabType.ModelPrefab)
#endif
                            { Debug.LogWarning(GPUInstancerConstants.TEXT_PREFAB_TYPE_WARNING_3D + " " + gen.baseLayers[i].prefab.gameObject.name, gen.baseLayers[i].prefab.gameObject); }
                            else
#endif
                            prefabs.Add(gen.baseLayers[i].prefab.gameObject);
                        }
                    }
                }
            }
        }
示例#2
0
        public void SetUpWithGeneratorsAsset()
        {
            SetDefaultGPUInstancerShaderBindings();
            SetDefaultGPUInstancerBillboardAtlasBindings();

            terrainDetailPrototypes = new List <DetailPrototype>();
            terrainTreePrototypes   = new List <TreePrototype>();
            prefabs = new List <GameObject>();
            if (selectedPrefabs == null)
            {
                selectedPrefabs = new List <GameObject>();
            }

            if (mapMagicInstance == null)
            {
                return;
            }

            MapMagic.GeneratorsAsset generatorsAsset = mapMagicInstance.gens;

            if (generatorsAsset == null)
            {
                return;
            }

            foreach (MapMagic.Generator generator in generatorsAsset.list)
            {
                // detail instancing
                if (generator is MapMagic.GrassOutput)
                {
                    MapMagic.GrassOutput gen = (MapMagic.GrassOutput)generator;
                    for (int i = 0; i < gen.baseLayers.Length; i++)
                    {
                        terrainDetailPrototypes.Add(gen.baseLayers[i].det);
                    }
                }
                // tree instancing
                else if (generator is MapMagic.TreesOutput)
                {
                    MapMagic.TreesOutput gen = (MapMagic.TreesOutput)generator;
                    for (int i = 0; i < gen.baseLayers.Length; i++)
                    {
                        if (gen.baseLayers[i].prefab != null)
                        {
                            terrainTreePrototypes.Add(new TreePrototype()
                            {
                                prefab = gen.baseLayers[i].prefab
                            });
                        }
                    }
                }
                // prefab instancing
                else if (generator is MapMagic.ObjectOutput)
                {
                    MapMagic.ObjectOutput gen = (MapMagic.ObjectOutput)generator;
                    for (int i = 0; i < gen.baseLayers.Length; i++)
                    {
                        if (!prefabs.Contains(gen.baseLayers[i].prefab.gameObject))
                        {
                            prefabs.Add(gen.baseLayers[i].prefab.gameObject);
                        }
                    }
                }
            }

            if (selectedPrefabs.Count > 0)
            {
                selectedPrefabs.RemoveAll(p => !prefabs.Contains(p));
            }
            else if (_selectAllPrefabs)
            {
                selectedPrefabs.AddRange(prefabs);
                _selectAllPrefabs = false;
            }
        }