public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        PlaneGenerator script = (PlaneGenerator)target;

        if (GUI.changed)
        {
        }

        if (GUILayout.Button("Generate Plane"))
        {
            script.GeneratePlane();
        }

        if (GUILayout.Button("Destroy Planes"))
        {
            //foreach(GameObject go in GameObject.FindGameObjectsWithTag("root"))
            //    GameObject.DestroyImmediate(go);
        }
    }
示例#2
0
    void GenerateWorld()
    {
        // Divide the big terrain in smaller parts. There is a limit of vertices per mesh
        int numGrids = TOTAL_GRID_SIZE / GRID_SIZE;

        gridLand  = new GameObject[numGrids * numGrids];
        gridWater = new GameObject[numGrids * numGrids];

        for (int x = 0; x < numGrids; x++)
        {
            for (int y = 0; y < numGrids; y++)
            {
                int idx = x + y * numGrids;

                // Calculate the offsets
                int posX = x * (GRID_SIZE - 1);
                int posY = y * (GRID_SIZE - 1);

                // Delegate generation of planes to a static class
                Mesh mesh = PlaneGenerator.GeneratePlane(GRID_SIZE, TOTAL_GRID_SIZE, posX, posY).CreateMesh();
                mesh.bounds = new Bounds(new Vector3(GRID_SIZE / 2, 0, GRID_SIZE / 2), new Vector3(GRID_SIZE, TERRAIN_HEIGHT * 2, GRID_SIZE));

                gridLand[idx] = new GameObject("Grid Land " + idx.ToString());
                gridLand[idx].AddComponent <MeshFilter>();
                gridLand[idx].AddComponent <MeshRenderer>();
                gridLand[idx].GetComponent <Renderer>().material = landMat;
                gridLand[idx].GetComponent <MeshFilter>().mesh   = mesh;
                gridLand[idx].transform.localPosition            = new Vector3(-TOTAL_GRID_SIZE / 2 + posX, 0, -TOTAL_GRID_SIZE / 2 + posY);

                gridWater[idx] = new GameObject("Grid Water " + idx.ToString());
                gridWater[idx].AddComponent <MeshFilter>();
                gridWater[idx].AddComponent <MeshRenderer>();
                gridWater[idx].GetComponent <Renderer>().material = waterMat;
                gridWater[idx].GetComponent <MeshFilter>().mesh   = mesh;
                gridWater[idx].transform.localPosition            = new Vector3(-TOTAL_GRID_SIZE / 2 + posX, 0, -TOTAL_GRID_SIZE / 2 + posY);
            }
        }
    }