// Use this for initialization void Start() { TerrainConfig = GameController.GetController <ConfigurationController>().TerrainConfig; TerrainSize = TerrainConfig.World.width; InitializeTerrainMap(); //GenerateTerrain(); }
public override void OnInspectorGUI() { TerrainConfiguration configuration = (TerrainConfiguration)target; configuration.Width = EditorGUILayout.IntField("Width", configuration.Width); configuration.Height = EditorGUILayout.IntField("Height", configuration.Height); configuration.Length = EditorGUILayout.IntField("Length", configuration.Length); }
public void ApplyWeatherSettings(TerrainConfiguration configuration) { Initialize(); _terrainConfiguration = configuration; Shader.SetGlobalVector("_SnowAltitude", new Vector4( configuration.SnowAltitude - _snowBandWidth, configuration.SnowAltitude + _snowBandWidth)); Shader.SetGlobalFloat("_Fogginess", configuration.Fogginess); }
public static void ApplyTerrainQualitySettings(Terrain terrain, TerrainConfiguration configuration) { terrain.drawTreesAndFoliage = configuration.DrawTreesAndFoliage; terrain.treeDistance = configuration.TreeDistance; terrain.treeBillboardDistance = configuration.TreeBillboardDistance; terrain.treeCrossFadeLength = configuration.TreeCrossFadeLength; terrain.treeMaximumFullLODCount = configuration.TreeMaximumFullLODCount; terrain.detailObjectDistance = configuration.DetailObjectDistance; terrain.detailObjectDensity = configuration.DetailObjectDensity; terrain.heightmapPixelError = configuration.HeightmapPixelError; terrain.heightmapMaximumLOD = configuration.HeightmapMaximumLOD; terrain.castShadows = configuration.CastShadows; }
public void ApplyTerrainQualitySettings(TerrainConfiguration configuration) { Initialize(); foreach (var lodGroup in _tiles) { foreach (var regionTile in lodGroup.Value) { LandmasImporter.ApplyTerrainQualitySettings(regionTile.Value.Terrain, configuration); } } _terrainConfiguration = configuration; }
void ShowTerrainSettings() { LandmassEditorUtilities editorUtilities = LandmassEditorUtilities.Instance; ImporterConfiguration importCfg = editorUtilities.ImportCfg; TerrainConfiguration terrainStreamingConfiguration = importCfg.TerrainConfiguration; EGL.BeginVertical(); { EGL.BeginVertical(GuiUtils.Skin.box); { if (GUILayout.Button("Apply to selected TerrainData assets")) { QueueCall(editorUtilities.ApplyDimensionsToSelection); } } EGL.EndVertical(); EGL.Separator(); EGL.BeginVertical(GuiUtils.Skin.box); { GUILayout.Label("In-game terrain LOD settings."); terrainStreamingConfiguration.HeightmapPixelError = EGL.Slider("Pixel Error", terrainStreamingConfiguration.HeightmapPixelError, 1f, 200f); terrainStreamingConfiguration.BasemapDistance = EGL.FloatField("Basemap Dist.", terrainStreamingConfiguration.BasemapDistance); terrainStreamingConfiguration.CastShadows = EGL.Toggle("Cast Shadows", terrainStreamingConfiguration.CastShadows); EGL.Separator(); terrainStreamingConfiguration.DetailObjectDistance = EGL.Slider("Detail Distance", terrainStreamingConfiguration.DetailObjectDistance, 0f, 250f); terrainStreamingConfiguration.DetailObjectDensity = EGL.Slider("Detail Density", terrainStreamingConfiguration.DetailObjectDensity, 0f, 1f); terrainStreamingConfiguration.TreeDistance = EGL.Slider("Tree Distance", terrainStreamingConfiguration.TreeDistance, 0f, 2000f); terrainStreamingConfiguration.TreeBillboardDistance = EGL.Slider("Billboard Start", terrainStreamingConfiguration.TreeBillboardDistance, 50f, 2000f); terrainStreamingConfiguration.TreeCrossFadeLength = EGL.Slider("Fade Length", terrainStreamingConfiguration.TreeCrossFadeLength, 0f, 200f); terrainStreamingConfiguration.TreeMaximumFullLODCount = EGL.IntSlider("Max Mesh Trees", terrainStreamingConfiguration.TreeMaximumFullLODCount, 0, 500); EGL.Separator(); if (GUILayout.Button("Apply to selected Scene assets")) { QueueCall(editorUtilities.ApplyTerrainLODSettingsToSelection); } } EGL.EndVertical(); } EGL.EndVertical(); }
public static void ApplyTerrainWeatherSettings(Terrain terrain, TerrainConfiguration configuration) { terrain.materialTemplate.SetVector("_SnowAltitude", new Vector4(configuration.SnowAltitude - 250f, configuration.SnowAltitude + 250f)); }
// Use this for initialization void Start() { terrainConfig = Resolver.Instance.GetController<GlobalSettings>().terrainConfiguration; InitializeTerrainMap(); GenerateTerrain(); Debug.Log("Terrain Generation Complete " + Time.realtimeSinceStartup); }