///////////////////////////////////// public override void OnInspectorGUI() { //////////РИСУЕМ ЛОГО //////////// if (m_Logo != null) { GUILayout.BeginVertical(m_Background1); Rect rect = GUILayoutUtility.GetRect(m_Logo.width, m_Logo.height); GUI.DrawTexture(rect, m_Logo, ScaleMode.ScaleToFit); GUILayout.EndVertical(); } /////////////////////////////////////////// GUI.color = Color.green; //Цвет интерфейса GUI.backgroundColor = Color.green; ///////Версия продукта//////////// GUILayout.BeginVertical(m_Background1); EditorGUILayout.HelpBox("Version 1.1 Kryzhan.ru © 2016", MessageType.None); GUILayout.EndVertical(); //////////////////////////////////// GUI.color = Color.white; //Цвет интерфейса GUI.backgroundColor = Color.white; //////////САМОЕ ГЛАВНОЕ - СВЯЗЬ СКРИПТОВ,GRASS можно задать своё, tаrget - не менять//////////// UsPgAuto Grass = (UsPgAuto)target; ////////////////////////////////// ////////БЛОК СТИЛЯ ПАРАМЕТРОВ////////// GUILayout.BeginVertical(m_Background1); GUILayout.BeginVertical("Box"); GUILayout.BeginHorizontal("Box"); GUILayout.BeginHorizontal(m_Background1); GUILayout.Label(" Grass settings", EditorStyles.boldLabel); GUILayout.EndHorizontal(); GUILayout.EndHorizontal(); ////////БЛОК СТИЛЯ ПАРАМЕТРОВ////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical("Box"); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.GeneralGrassTint = EditorGUILayout.ColorField("Grass tone", Grass.GeneralGrassTint); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_detailSeed = EditorGUILayout.IntField(" ", Grass.m_detailSeed); EditorGUILayout.HelpBox("Constanta variety - the number of unique value which will spawn the grass in different places in different ways.", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_detailFrq = EditorGUILayout.FloatField(" ", Grass.m_detailFrq); EditorGUILayout.HelpBox("Grass Distribution - this parameter is responsible for the quality of the grass applied to the earth surface", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_noiseSpread = EditorGUILayout.FloatField(" ", Grass.m_noiseSpread); EditorGUILayout.HelpBox("A variety of Grass - this option displays the variation in the height and width of the grass", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_detailObjectDistance = EditorGUILayout.IntField(" ", Grass.m_detailObjectDistance); EditorGUILayout.HelpBox("Range rendering grass on the map", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_minWidth = EditorGUILayout.FloatField(" ", Grass.m_minWidth); EditorGUILayout.HelpBox("The minimum width of the sprite grass", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_maxWidth = EditorGUILayout.FloatField(" ", Grass.m_maxWidth); EditorGUILayout.HelpBox("The maximum width of the sprite grass", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_minHeight = EditorGUILayout.FloatField(" ", Grass.m_minHeight); EditorGUILayout.HelpBox("The minimum height of the sprite grass", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_maxHeight = EditorGUILayout.FloatField(" ", Grass.m_maxHeight); EditorGUILayout.HelpBox("The maximum height of the sprite grass", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorGUILayout.Space(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_waterHeight = EditorGUILayout.FloatField(" ", Grass.m_waterHeight); EditorGUILayout.HelpBox("The height of the water - indicating the height underneath the grass will not be rendered", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_cliffHeight = EditorGUILayout.FloatField(" ", Grass.m_cliffHeight); EditorGUILayout.HelpBox("The height of the snow cliff - over this height value grass no rendering", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.m_detailObjectDensity = EditorGUILayout.FloatField(" ", Grass.m_detailObjectDensity); EditorGUILayout.HelpBox("Density - Grass Density", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.Repiter = EditorGUILayout.IntField(" ", Grass.Repiter); EditorGUILayout.HelpBox("Repiter - value of Raytracers, must be = Resolution", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.Resolution = EditorGUILayout.FloatField(" ", Grass.Resolution); EditorGUILayout.HelpBox("Resolution - grid of raytracers , lower value = better quality . 60 = best perfomance", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); //////////////////////////// GUILayout.BeginVertical(Depthstyle); GUILayout.BeginVertical(Depthstyle); Grass.RAYTRASSA = EditorGUILayout.FloatField(" ", Grass.RAYTRASSA); EditorGUILayout.HelpBox("RAY Zone - Zone of no grass , if you use Resolution = 1 , RAY Zone must by = 1 , default value 150 ", MessageType.None); GUILayout.EndVertical(); GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndVertical(); GUILayout.BeginVertical(m_Background1); EditorGUILayout.Space(); GUI.color = Color.cyan; if (GUILayout.Button("Visit our website", EditorStyles.miniButtonMid)) { Application.OpenURL("http://kryzhan.ru"); } GUILayout.EndVertical(); // }
void Update() { // UsPg USPG_API = GetComponent<UsPg>(); UsPgAuto USPG_AUTOAPI = GetComponent <UsPgAuto>(); //////////////////////////////////////////////////////////// ///////////// USPG_AUTO_API SETTINGS //////////// //////////////////////////////////////////////////////////// //Main Settings// USPG_AUTOAPI.m_detailSeed = 666999666; USPG_AUTOAPI.m_detailFrq = 2.0f; USPG_AUTOAPI.m_noiseSpread = 256f; USPG_AUTOAPI.m_detailObjectDistance = 200; USPG_AUTOAPI.m_detailObjectDensity = 0.06f; USPG_AUTOAPI.m_wavingGrassSpeed = 1f; USPG_AUTOAPI.m_wavingGrassSize = 1f; USPG_AUTOAPI.m_wavingGrassBending = 0.21f; USPG_AUTOAPI.m_detailResolutionPerPatch = 128; //Color Settings// ///* USPG_AUTOAPI.GeneralGrassTint = new Color32(0, 100, 255, 255); //default (214, 214, 214, 255); //red (255, 0, 0, 255); //Blue (0, 100, 255, 255); //niceblue (0, 255, 230, 255); //Green (0, 255, 0, 255); //Yellow (0, 255, 255, 255); //Orange (0, 150, 255, 255); //Magenta (255, 0, 255, 255); //Pink (255, 0, 130, 255); USPG_AUTOAPI.grassHealthyColor0 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); USPG_AUTOAPI.grassDryColor0 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); USPG_AUTOAPI.grassHealthyColor1 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); USPG_AUTOAPI.grassDryColor1 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); USPG_AUTOAPI.grassHealthyColor2 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); USPG_AUTOAPI.grassDryColor2 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); USPG_AUTOAPI.grassHealthyColor3 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); USPG_AUTOAPI.grassDryColor3 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); USPG_AUTOAPI.grassHealthyColor4 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); USPG_AUTOAPI.grassDryColor4 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); USPG_AUTOAPI.grassHealthyColor5 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); USPG_AUTOAPI.grassDryColor5 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); //*/ /* //RED GRASS * * USPG_AUTOAPI.GeneralGrassTint = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassHealthyColor0 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassDryColor0 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassHealthyColor1 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassDryColor1 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassHealthyColor2 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassDryColor2 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassHealthyColor3 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassDryColor3 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassHealthyColor4 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassDryColor4 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassHealthyColor5 = new Color32(255, 0, 0, 255); * USPG_AUTOAPI.grassDryColor5 = new Color32(255, 0, 0, 255); * */ //Grass settings Size// USPG_AUTOAPI.m_minWidth = 3f; USPG_AUTOAPI.m_maxWidth = 4f; USPG_AUTOAPI.m_minHeight = 0.5f; USPG_AUTOAPI.m_maxHeight = 1f; //No Grass Places Settings// USPG_AUTOAPI.m_waterHeight = 15; USPG_AUTOAPI.m_cliffHeight = 500; // Grass Hole Raytracer settings// USPG_AUTOAPI.Repiter = 60; USPG_AUTOAPI.Resolution = 60f; USPG_AUTOAPI.Height = 100000; USPG_AUTOAPI.RAYTRASSA = 150; //////////////////////////////////////////////////////////// ////////////// USPG_API SETTINGS //////////////// //////////////////////////////////////////////////////////// /* * * ///////Main Settings////// * USPG_API.m_detailSeed = 666999666; * USPG_API.m_detailFrq = 2.0f; * USPG_API.m_noiseSpread = 256f; * USPG_API.m_detailObjectDistance = 200; * USPG_API.m_detailObjectDensity = 0.06f; * USPG_API.m_wavingGrassSpeed = 1f; * USPG_API.m_wavingGrassSize = 1f; * USPG_API.m_wavingGrassBending = 0.21f; * USPG_API.m_detailResolutionPerPatch = 128; * * //////Color Settings/////// * USPG_API.GeneralGrassTint = new Color32(0, 100, 255, 255); //default (214, 214, 214, 255); //red (255, 0, 0, 255); //Blue (0, 100, 255, 255); //niceblue (0, 255, 230, 255); //Green (0, 255, 0, 255); //Yellow (0, 255, 255, 255); //Orange (0, 150, 255, 255); //Magenta (255, 0, 255, 255); //Pink (255, 0, 130, 255); * * USPG_API.grassHealthyColor0 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); * USPG_API.grassDryColor0 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); * USPG_API.grassHealthyColor1 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); * USPG_API.grassDryColor1 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); * USPG_API.grassHealthyColor2 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); * USPG_API.grassDryColor2 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); * USPG_API.grassHealthyColor3 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); * USPG_API.grassDryColor3 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); * USPG_API.grassHealthyColor4 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); * USPG_API.grassDryColor4 = new Color32(111, 146, 91, 255); //default(111, 146, 91, 255); * USPG_API.grassHealthyColor5 = new Color32(150, 150, 150, 255); //default(150, 150, 150, 255); * USPG_API.grassDryColor5 = new Color32(111, 146, 91, 255);(111, 146, 91, 255); * * ///Grass settings Size////// * USPG_API.m_minWidth = 3f; * USPG_API.m_maxWidth = 4f; * USPG_API.m_minHeight = 0.5f; * USPG_API.m_maxHeight = 1f; * * // Grass Hole Raytracer settings// * USPG_API.Repiter = 60; * USPG_API.Resolution = 60f; * USPG_API.Height = 100000; * USPG_API.RAYTRASSA = 150; * */ ///////////////////////////////////////////////////////// }