void Awake() { if (Application.isPlaying) { return; } worldInstance = this; ResourceLoader.LoadResources(); BiomeManager.FillBiomeList(); TerrainName = TerrainObjectName; terrainResolution = new TerrainResolution(); nameScene = UnityEditor.EditorApplication.currentScene.Substring(UnityEditor.EditorApplication.currentScene.LastIndexOf("/") + 1); nameScene = nameScene.Substring(0, nameScene.IndexOf(".")); Load(Paths.SavedWorlds + nameScene + ".data"); }
void OnEnable() { worldManagerInspector = this; ResourceLoader.LoadResources(); BiomeManager.FillBiomeList(); FadeMenusManager.Clear(); worldManager = (WorldManager)target; AbstractManagerEditor.manager = worldManager; _mySkin = ResourceLoader.Skin1; defaultColor = GUI.color; FadeMenusManager.Add(FadeMenus.CreateInstance <NoiseFadeMenu>(), eFadeMenus.NOISE); FadeMenusManager.Add(FadeMenus.CreateInstance <WaterFadeMenu>(), eFadeMenus.WATER); FadeMenusManager.Add(FadeMenus.CreateInstance <SmoothTerrain>(), eFadeMenus.SMOOTH); FadeMenusManager.Add(FadeMenus.CreateInstance <SaveLoadFadeMenu>(), eFadeMenus.SAVELOAD); FadeMenusManager.SetMenusSkin(_mySkin); btBuild = new PrettyButton("Build", -1); btBiomes = new PrettyButton("GenerateBiomes", -1); btNoise = new PrettyButton("ConfigureNoise", 1); btWater = new PrettyButton("WaterSettings", 1); btSmooth = new PrettyButton("SmoothTerrain", 1); btTransitions = new PrettyButton("DrawTransitions", 1); btStitching = new PrettyButton("StitchingChunks", 1); btBiomeSettings = new PrettyButton("BiomeSettings", 1); btGrassSettings = new PrettyButton("GrassSettings", 1); btReset = new PrettyButton("ResetWorld", 1); btSaveLoad = new PrettyButton("Save&Load", 1); TerrainResolutionInspector.SetManager(worldManager); }