Rasagar/Library/PackageCache/com.unity.terrain-tools/Editor/TerrainToolbox/TerrainToolboxSettings.cs
2024-08-26 23:07:20 +03:00

594 lines
33 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEditor.AnimatedValues;
using UnityEngine;
using UnityEngine.Rendering;
namespace UnityEditor.TerrainTools
{
internal class TerrainToolboxSettings
{
List<Terrain> m_Terrains = new List<Terrain>();
Terrain m_SelectedTerrain = null;
TerrainSettings m_Settings = ScriptableObject.CreateInstance<TerrainSettings>();
TerrainSettings m_SelectedPreset = null;
readonly TerrainSettings m_DefaultSettings = ScriptableObject.CreateInstance<TerrainSettings>();
string m_MaterialPath = string.Empty;
AnimBool m_ShowCustomMaterial = new AnimBool();
AnimBool m_ShowBuiltinSpecular = new AnimBool();
AnimBool m_ShowReflectionProbes = new AnimBool();
const int kBaseMapDistMax = 20000;
static class Styles
{
public static readonly GUIContent BasicTerrainSettings = EditorGUIUtility.TrTextContent("Basic Settings", "Toggle to enable or disable changing the settings.");
public static readonly GUIContent MeshResolutionSettings = EditorGUIUtility.TrTextContent("Mesh Resolutions", "Toggle to enable or disable changing the settings.");
public static readonly GUIContent TextureResolutionSettings = EditorGUIUtility.TrTextContent("Texture Resolutions", "Toggle to enable or disable changing the settings.");
public static readonly GUIContent TreeAndDetailSettings = EditorGUIUtility.TrTextContent("Trees & Details", "Toggle to enable or disable changing the settings.");
public static readonly GUIContent GrassWindSettings = EditorGUIUtility.TrTextContent("Wind for Grass", "Toggle to enable or disable changing the settings.");
public static readonly GUIStyle LableStyle = EditorStyles.wordWrappedMiniLabel;
public static readonly GUIStyle ToggleButtonStyle = "LargeButton";
public static readonly GUIContent LoadDefaultBtn = EditorGUIUtility.TrTextContent("Default", "Load settings from default values.");
public static readonly GUIContent LoadSelectedBtn = EditorGUIUtility.TrTextContent("Selected", "Load settings from selected terrain.");
public static readonly GUIContent LoadPresetBtn = EditorGUIUtility.TrTextContent("Preset", "Load settings from selected preset.");
// Settings
public static readonly GUIContent GroupingID = EditorGUIUtility.TrTextContent("Grouping ID", "Grouping ID for auto connection");
public static readonly GUIContent AllowAutoConnect = EditorGUIUtility.TrTextContent("Auto connect", "Allow the current terrain tile automatically connect to neighboring tiles sharing the same grouping ID.");
public static readonly GUIContent DrawTerrain = EditorGUIUtility.TrTextContent("Draw", "Toggle the rendering of terrain");
public static readonly GUIContent DrawInstancedTerrain = EditorGUIUtility.TrTextContent("Draw Instanced", "Toggle terrain instancing rendering");
public static readonly GUIContent PixelError = EditorGUIUtility.TrTextContent("Pixel Error", "The accuracy of the mapping between the terrain maps (heightmap, textures, etc) and the generated terrain; higher values indicate lower accuracy but lower rendering overhead.");
public static readonly GUIContent BaseMapDist = EditorGUIUtility.TrTextContent("Base Map Dist.", "The maximum distance at which terrain textures will be displayed at full resolution. Beyond this distance, a lower resolution composite image will be used for efficiency.");
public static readonly GUIContent CastShadows = EditorGUIUtility.TrTextContent("Cast Shadows", "Does the terrain cast shadows?");
public static readonly GUIContent Material = EditorGUIUtility.TrTextContent("Material", "The material used to render the terrain. This will affect how the color channels of a terrain texture are interpreted.");
public static readonly GUIContent ReflectionProbes = EditorGUIUtility.TrTextContent("Reflection Probes", "How reflection probes are used on terrain. Only effective when using built-in standard material or a custom material which supports rendering with reflection.");
public static readonly GUIContent PreserveTreePrototypeLayers = EditorGUIUtility.TrTextContent("Preserve Tree Prototype Layers|Enable this option if you want your tree instances to take on the layer values of their prototype prefabs, rather than the terrain GameObject's layer.");
public static readonly GUIContent DrawTrees = EditorGUIUtility.TrTextContent("Draw", "Should trees, grass and details be drawn?");
public static readonly GUIContent DetailObjectDistance = EditorGUIUtility.TrTextContent("Detail Distance", "The distance (from camera) beyond which details will be culled.");
public static readonly GUIContent CollectDetailPatches = EditorGUIUtility.TrTextContent("Collect Detail Patches", "Should detail patches in the Terrain be removed from memory when not visible?");
public static readonly GUIContent DetailObjectDensity = EditorGUIUtility.TrTextContent("Detail Density", "The number of detail/grass objects in a given unit of area. The value can be set lower to reduce rendering overhead.");
public static readonly GUIContent TreeDistance = EditorGUIUtility.TrTextContent("Tree Distance", "The distance (from camera) beyond which trees will be culled.");
public static readonly GUIContent TreeBillboardDistance = EditorGUIUtility.TrTextContent("Billboard Start", "The distance (from camera) at which 3D tree objects will be replaced by billboard images.");
public static readonly GUIContent TreeCrossFadeLength = EditorGUIUtility.TrTextContent("Fade Length", "Distance over which trees will transition between 3D objects and billboards.");
public static readonly GUIContent TreeMaximumFullLODCount = EditorGUIUtility.TrTextContent("Max Mesh Trees", "The maximum number of visible trees that will be represented as solid 3D meshes. Beyond this limit, trees will be replaced with billboards.");
public static readonly GUIContent Thickness = EditorGUIUtility.TrTextContent("Thickness", "How much the terrain collision volume should extend along the negative Y-axis. Objects are considered colliding with the terrain from the surface to a depth equal to the thickness. This helps prevent high-speed moving objects from penetrating into the terrain without using expensive continuous collision detection.");
public static readonly GUIContent WavingGrassStrength = EditorGUIUtility.TrTextContent("Speed", "The speed of the wind as it blows grass.");
public static readonly GUIContent WavingGrassSpeed = EditorGUIUtility.TrTextContent("Size", "The size of the 'ripples' on grassy areas as the wind blows over them.");
public static readonly GUIContent WavingGrassAmount = EditorGUIUtility.TrTextContent("Bending", "The degree to which grass objects are bent over by the wind.");
public static readonly GUIContent WavingGrassTint = EditorGUIUtility.TrTextContent("Grass Tint", "Overall color tint applied to grass objects.");
public static readonly GUIContent BaseTextureRes = EditorGUIUtility.TrTextContent("Base Texture Resolution", "Resolution of the composite texture used on the terrain when viewed from a distance greater than the Basemap Distance.");
public static readonly GUIContent ControlTextureRes = EditorGUIUtility.TrTextContent("Control Texture Resolution", "Resolution of the \"splatmap\" that controls the blending of the different terrain textures.");
public static readonly GUIContent HeightTextureRes = EditorGUIUtility.TrTextContent("Heightmap Resolution", "Pixel resolution of the terrain's heightmap (should be a power of two plus one, eg, 513 = 512 + 1).");
// warnings
public static readonly GUIContent DetailResolutionWarning = EditorGUIUtility.TrTextContent("You may reduce CPU draw call overhead by setting the detail resolution per patch as high as possible, relative to detail resolution.");
public static readonly GUIContent TerrainMaterialWarning = EditorGUIUtility.TrTextContent("Built in or default materials are not supported in scriptable rendering pipeline. Please use custom terrain material.");
// presets
public static readonly GUIContent Preset = EditorGUIUtility.TrTextContent("Preset", "Preset setting file in use. Select a pre-saved preset asset or create a new preset.");
public static readonly GUIContent SavePreset = EditorGUIUtility.TrTextContent("Save", "Save current settings to selected preset.");
public static readonly GUIContent SaveAsPreset = EditorGUIUtility.TrTextContent("Save As", "Save the current preset as a new preset asset file.");
public static readonly GUIContent RefreshPreset = EditorGUIUtility.TrTextContent("Refresh", "Load selected preset and apply to current settings");
// apply button
public static readonly GUIContent ApplySettingsBtn = EditorGUIUtility.TrTextContent("Apply to Selected Terrain(s)", "Start applying enabled settings to selected terrain(s).");
public static readonly GUIContent ApplySettingsToAllBtn = EditorGUIUtility.TrTextContent("Apply to All Terrain(s) in Scene", "Start applying enabled settings to all terrain(s) in scene.");
}
public void OnEnable()
{
m_Terrains.AddRange(GameObject.FindObjectsOfType<Terrain>());
}
void Refresh()
{
m_Terrains.AddRange(GameObject.FindObjectsOfType<Terrain>());
}
bool GetSelectedTerrain()
{
var result = false;
var selectedTerrains = Selection.GetFiltered(typeof(Terrain), SelectionMode.Unfiltered);
if (selectedTerrains != null && selectedTerrains.Length > 0)
{
m_SelectedTerrain = selectedTerrains[0] as Terrain;
result = true;
}
return result;
}
public void OnDisable()
{
}
public void OnGUI()
{
// scroll view of settings
EditorGUIUtility.hierarchyMode = true;
TerrainToolboxUtilities.DrawSeperatorLine();
EditorGUILayout.LabelField("Load Settings", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(Styles.LoadDefaultBtn))
{
ResetToDefaultSettings();
}
if (GUILayout.Button(Styles.LoadSelectedBtn))
{
LoadSettingsFromSelectedTerrain();
}
if (GUILayout.Button(Styles.LoadPresetBtn))
{
LoadPresetToSettings();
}
EditorGUILayout.EndHorizontal();
// Presets
TerrainToolboxUtilities.DrawSeperatorLine();
EditorGUILayout.LabelField(Styles.Preset, EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
m_SelectedPreset = (TerrainSettings)EditorGUILayout.ObjectField(m_SelectedPreset, typeof(TerrainSettings), false);
EditorGUILayout.BeginHorizontal();
if (EditorGUI.EndChangeCheck() && m_SelectedPreset != null)
{
if (EditorUtility.DisplayDialog("Confirm", "Load terrain settings from selected preset?", "OK", "Cancel"))
{
LoadPresetToSettings();
}
}
if (GUILayout.Button(Styles.SavePreset))
{
if (m_SelectedPreset == null)
{
if (EditorUtility.DisplayDialog("Confirm", "No preset selected. Create a new preset?", "Continue", "Cancel"))
{
CreateNewPreset();
}
}
else
{
SavePresetSettings();
}
}
if (GUILayout.Button(Styles.SaveAsPreset))
{
CreateNewPreset();
}
if (GUILayout.Button(Styles.RefreshPreset))
{
LoadPresetToSettings();
}
EditorGUILayout.EndHorizontal();
// basic settings
TerrainToolboxUtilities.DrawSeperatorLine();
bool basicSettingToggled = m_Settings.EnableBasicSettings;
m_Settings.ShowBasicTerrainSettings = TerrainToolGUIHelper.DrawToggleHeaderFoldout(Styles.BasicTerrainSettings, m_Settings.ShowBasicTerrainSettings, ref basicSettingToggled, 0f);
++EditorGUI.indentLevel;
if (m_Settings.ShowBasicTerrainSettings)
{
EditorGUI.BeginDisabledGroup(!m_Settings.EnableBasicSettings);
ShowBasicSettings();
EditorGUI.EndDisabledGroup();
}
--EditorGUI.indentLevel;
m_Settings.EnableBasicSettings = basicSettingToggled;
// mesh resolution settings
TerrainToolboxUtilities.DrawSeperatorLine();
bool meshSettingToggled = m_Settings.EnableMeshResSettings;
m_Settings.ShowMeshResolutionSettings = TerrainToolGUIHelper.DrawToggleHeaderFoldout(Styles.MeshResolutionSettings, m_Settings.ShowMeshResolutionSettings, ref meshSettingToggled, 0f);
++EditorGUI.indentLevel;
if (m_Settings.ShowMeshResolutionSettings)
{
EditorGUI.BeginDisabledGroup(!m_Settings.EnableMeshResSettings);
ShowMeshResolutionSettings();
EditorGUI.EndDisabledGroup();
}
--EditorGUI.indentLevel;
m_Settings.EnableMeshResSettings = meshSettingToggled;
// texture resolution settings
TerrainToolboxUtilities.DrawSeperatorLine();
bool textureSettingToggled = m_Settings.EnableTextureResSettings;
m_Settings.ShowTextureResolutionSettings = TerrainToolGUIHelper.DrawToggleHeaderFoldout(Styles.TextureResolutionSettings, m_Settings.ShowTextureResolutionSettings, ref textureSettingToggled, 0f);
++EditorGUI.indentLevel;
if (m_Settings.ShowTextureResolutionSettings)
{
EditorGUI.BeginDisabledGroup(!m_Settings.EnableTextureResSettings);
ShowTextureResolutionSettings();
EditorGUI.EndDisabledGroup();
}
--EditorGUI.indentLevel;
m_Settings.EnableTextureResSettings = textureSettingToggled;
// trees and details
TerrainToolboxUtilities.DrawSeperatorLine();
bool treeSettingToggled = m_Settings.EnableTreeSettings;
m_Settings.ShowTreeAndDetailSettings = TerrainToolGUIHelper.DrawToggleHeaderFoldout(Styles.TreeAndDetailSettings, m_Settings.ShowTreeAndDetailSettings, ref treeSettingToggled, 0f);
++EditorGUI.indentLevel;
if (m_Settings.ShowTreeAndDetailSettings)
{
EditorGUI.BeginDisabledGroup(!m_Settings.EnableTreeSettings);
ShowTreeAndDetailSettings();
EditorGUI.EndDisabledGroup();
}
--EditorGUI.indentLevel;
m_Settings.EnableTreeSettings = treeSettingToggled;
// grass wind
TerrainToolboxUtilities.DrawSeperatorLine();
bool grassSettingToggled = m_Settings.EnableWindSettings;
m_Settings.ShowGrassWindSettings = TerrainToolGUIHelper.DrawToggleHeaderFoldout(Styles.GrassWindSettings, m_Settings.ShowGrassWindSettings, ref grassSettingToggled, 0f);
++EditorGUI.indentLevel;
if (m_Settings.ShowGrassWindSettings)
{
EditorGUI.BeginDisabledGroup(!m_Settings.EnableWindSettings);
ShowGrassWindSettings();
EditorGUI.EndDisabledGroup();
}
--EditorGUI.indentLevel;
m_Settings.EnableWindSettings = grassSettingToggled;
--EditorGUI.indentLevel;
EditorGUILayout.Space();
// buttons
TerrainToolboxUtilities.DrawSeperatorLine();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(Styles.ApplySettingsBtn, GUILayout.Height(40)))
{
ApplySettingsToSelectedTerrains();
}
if (GUILayout.Button(Styles.ApplySettingsToAllBtn, GUILayout.Height(40)))
{
ApplySettingsToAllTerrains("This operation will apply settings to all terrains in scene.");
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
}
void ShowBasicSettings()
{
m_Settings.GroupingID = EditorGUILayout.IntField(Styles.GroupingID, m_Settings.GroupingID);
m_Settings.AutoConnect = EditorGUILayout.Toggle(Styles.AllowAutoConnect, m_Settings.AutoConnect);
m_Settings.DrawHeightmap = EditorGUILayout.Toggle(Styles.DrawTerrain, m_Settings.DrawHeightmap);
m_Settings.DrawInstanced = EditorGUILayout.Toggle(Styles.DrawInstancedTerrain, m_Settings.DrawInstanced);
m_Settings.PixelError = EditorGUILayout.Slider(Styles.PixelError, m_Settings.PixelError, 1, 200);
m_Settings.BaseMapDistance = EditorGUILayout.Slider(Styles.BaseMapDist, m_Settings.BaseMapDistance, 0, kBaseMapDistMax);
m_Settings.ShadowCastingMode = (ShadowCastingMode)EditorGUILayout.EnumPopup(Styles.CastShadows, m_Settings.ShadowCastingMode);
#if UNITY_2019_2_OR_NEWER
m_Settings.MaterialTemplate = EditorGUILayout.ObjectField("Material", m_Settings.MaterialTemplate, typeof(Material), false) as Material;
#if UNITY_2021_2_OR_NEWER
TerrainInspectorUtility.TerrainShaderValidationGUI(m_Settings.MaterialTemplate);
#endif
m_Settings.ReflectionProbeUsage = (ReflectionProbeUsage)EditorGUILayout.EnumPopup(Styles.ReflectionProbes, m_Settings.ReflectionProbeUsage);
#else
m_Settings.MaterialType = (Terrain.MaterialType)EditorGUILayout.EnumPopup(Styles.Material, m_Settings.MaterialType);
if (m_Settings.MaterialType == Terrain.MaterialType.Custom)
{
m_Settings.MaterialTemplate = EditorGUILayout.ObjectField("Material", m_Settings.MaterialTemplate, typeof(Material), false) as Material;
m_Settings.ReflectionProbeUsage = (ReflectionProbeUsage)EditorGUILayout.EnumPopup(Styles.ReflectionProbes, m_Settings.ReflectionProbeUsage);
}
if (m_Settings.MaterialType == Terrain.MaterialType.BuiltInLegacySpecular)
{
m_Settings.LegacySpecular = EditorGUILayout.ColorField("Specular Color", m_Settings.LegacySpecular);
m_Settings.LegacyShininess = EditorGUILayout.Slider("Shininess", m_Settings.LegacyShininess, 0, 1);
}
#endif
}
void ShowMeshResolutionSettings()
{
// max size defined in TerrainInspector.cs
const int maxTerrainSize = 100000;
const int maxTerrainHeight = 10000;
m_Settings.TerrainWidth = Mathf.Clamp(EditorGUILayout.FloatField("Terrain Width", m_Settings.TerrainWidth), 1.0f, maxTerrainSize);
m_Settings.TerrainLength = Mathf.Clamp(EditorGUILayout.FloatField("Terrain Length", m_Settings.TerrainLength), 1.0f, maxTerrainSize);
m_Settings.TerrainHeight = Mathf.Clamp(EditorGUILayout.FloatField("Terrain Height", m_Settings.TerrainHeight), 1.0f, maxTerrainHeight);
m_Settings.DetailResolutionPerPatch = EditorGUILayout.IntField("Detail Resolution Per Patch", m_Settings.DetailResolutionPerPatch);
m_Settings.DetailResolutionPerPatch = Mathf.Clamp(m_Settings.DetailResolutionPerPatch, 8, 128);
m_Settings.DetailResolutaion = EditorGUILayout.IntField("Detail Resolution", m_Settings.DetailResolutaion);
m_Settings.DetailResolutaion = Mathf.Clamp(m_Settings.DetailResolutaion, 0, 4048);
}
void ShowTextureResolutionSettings()
{
m_Settings.BaseTextureResolution = EditorGUILayout.IntPopup(Styles.BaseTextureRes.text, m_Settings.BaseTextureResolution, ToolboxHelper.GUITextureResolutionNames, ToolboxHelper.GUITextureResolutions);
m_Settings.AlphaMapResolution = EditorGUILayout.IntPopup(Styles.ControlTextureRes.text, m_Settings.AlphaMapResolution, ToolboxHelper.GUITextureResolutionNames, ToolboxHelper.GUITextureResolutions);
m_Settings.HeightMapResolution = EditorGUILayout.IntPopup(Styles.HeightTextureRes, m_Settings.HeightMapResolution, ToolboxHelper.GUIHeightmapResolutionNames, ToolboxHelper.GUIHeightmapResolutions);
}
void ShowTreeAndDetailSettings()
{
m_Settings.DrawTreesAndFoliage = EditorGUILayout.Toggle(Styles.DrawTrees, m_Settings.DrawTreesAndFoliage);
m_Settings.BakeLightProbesForTrees = EditorGUILayout.Toggle("Bake Light Probes For Trees", m_Settings.BakeLightProbesForTrees);
m_Settings.DeringLightProbesForTrees = EditorGUILayout.Toggle("Remove Light Probe Ringing", m_Settings.DeringLightProbesForTrees);
m_Settings.PreserveTreePrototypeLayers = EditorGUILayout.Toggle("Preserve Tree Prototype Layers", m_Settings.PreserveTreePrototypeLayers);
m_Settings.DetailObjectDistance = EditorGUILayout.Slider("Detail Distance", m_Settings.DetailObjectDistance, 0, 250);
m_Settings.DetailObjectDensity = EditorGUILayout.Slider("Detail Density", m_Settings.DetailObjectDensity, 0.0f, 1.0f);
m_Settings.TreeDistance = EditorGUILayout.Slider("Tree Distance", m_Settings.TreeDistance, 0, 5000);
m_Settings.TreeBillboardDistance = EditorGUILayout.Slider("Billboard Start", m_Settings.TreeBillboardDistance, 5, 2000);
m_Settings.TreeCrossFadeLength = EditorGUILayout.Slider("Fade Length", m_Settings.TreeCrossFadeLength, 0, 200);
m_Settings.TreeMaximumFullLODCount = EditorGUILayout.IntSlider("Max Mesh Trees", m_Settings.TreeMaximumFullLODCount, 0, 10000);
}
void ShowGrassWindSettings()
{
m_Settings.WavingGrassStrength = EditorGUILayout.Slider("Speed", m_Settings.WavingGrassStrength, 0, 1);
m_Settings.WavingGrassSpeed = EditorGUILayout.Slider("Size", m_Settings.WavingGrassSpeed, 0, 1);
m_Settings.WavingGrassAmount = EditorGUILayout.Slider("Bending", m_Settings.WavingGrassAmount, 0, 1);
m_Settings.WavingGrassTint = EditorGUILayout.ColorField("Grass Tint", m_Settings.WavingGrassTint);
}
void ResetToDefaultSettings()
{
// Copy everything to our current settings.
// Since UI settings are not copied, they remain unchanged.
m_Settings.CopySettingsFrom(m_DefaultSettings);
}
void ApplySettingsToAllTerrains(string errorContext)
{
var terrains = Object.FindObjectsOfType<Terrain>();
if (terrains != null && terrains.Length > 0)
{
ApplySettingsToTerrains(terrains, errorContext);
}
}
void ApplySettingsToSelectedTerrains()
{
var terrainObjs = Selection.GetFiltered(typeof(Terrain), SelectionMode.Unfiltered);
if (terrainObjs != null && terrainObjs.Length > 0)
{
Terrain[] terrains = new Terrain[terrainObjs.Length];
for (var i = 0; i < terrainObjs.Length; i++)
{
terrains[i] = terrainObjs[i] as Terrain;
}
ApplySettingsToTerrains(terrains);
}
}
void ApplySettingsToTerrains(Terrain[] terrains, string errorContext = "")
{
int index = 0;
try
{
bool continueEdit = true;
// Only show this warning if the user has Mesh Settings enabled.
if (m_Settings.EnableMeshResSettings)
{
var newSize = new Vector3(m_Settings.TerrainWidth, m_Settings.TerrainHeight,
m_Settings.TerrainLength);
foreach (var terrain in terrains)
{
// If any terrain has a size that's different from the specified settings, let's confirm
// the action.
if (terrain.terrainData.size != newSize)
{
var message =
"Some terrains have different sizes than the settings specified. This operation will resize the terrains potentially resulting in gaps and/or overlaps.";
if (string.IsNullOrEmpty(errorContext))
{
continueEdit = EditorUtility.DisplayDialog("Confirm",
$"{message}\nAre you sure you want to continue?",
"Continue", "Cancel");
}
else
{
continueEdit = EditorUtility.DisplayDialog("Confirm",
$"1. {errorContext}\n2. {message}\n\nAre you sure you want to continue?",
"Continue", "Cancel");
}
break;
}
}
}
if (continueEdit)
{
foreach (var terrain in terrains)
{
EditorUtility.DisplayProgressBar("Applying settings changes on terrains",
string.Format("Updating terrain tile {0}", terrain.name),
((float)index / terrains.Length));
if (m_Settings.EnableBasicSettings)
{
Undo.RecordObject(terrain, "Terrain property change");
terrain.groupingID = m_Settings.GroupingID;
terrain.allowAutoConnect = m_Settings.AutoConnect;
terrain.drawHeightmap = m_Settings.DrawHeightmap;
terrain.drawInstanced = m_Settings.DrawInstanced;
terrain.heightmapPixelError = m_Settings.PixelError;
terrain.basemapDistance = m_Settings.BaseMapDistance;
terrain.shadowCastingMode = m_Settings.ShadowCastingMode;
terrain.materialTemplate = m_Settings.MaterialTemplate;
terrain.reflectionProbeUsage = m_Settings.ReflectionProbeUsage;
#if UNITY_2019_2_OR_NEWER
#else
terrain.materialType = m_Settings.MaterialType;
if (m_Settings.MaterialType != Terrain.MaterialType.Custom)
{
terrain.legacySpecular = m_Settings.LegacySpecular;
terrain.legacyShininess = m_Settings.LegacyShininess;
}
#endif
}
if (m_Settings.EnableMeshResSettings)
{
Undo.RecordObject(terrain.terrainData, "TerrainData property change");
Vector3 size = new Vector3(m_Settings.TerrainWidth, m_Settings.TerrainHeight,
m_Settings.TerrainLength);
terrain.terrainData.size = size;
terrain.terrainData.SetDetailResolution(m_Settings.DetailResolutaion,
m_Settings.DetailResolutionPerPatch);
}
if (m_Settings.EnableTextureResSettings)
{
terrain.terrainData.baseMapResolution = m_Settings.BaseTextureResolution;
if (m_Settings.AlphaMapResolution != terrain.terrainData.alphamapResolution)
{
ToolboxHelper.ResizeControlTexture(terrain.terrainData, m_Settings.AlphaMapResolution);
}
if (m_Settings.HeightMapResolution != terrain.terrainData.heightmapResolution)
{
ToolboxHelper.ResizeHeightmap(terrain.terrainData, m_Settings.HeightMapResolution);
}
}
if (m_Settings.EnableTreeSettings)
{
Undo.RecordObject(terrain, "Terrain property change");
terrain.drawTreesAndFoliage = m_Settings.DrawTreesAndFoliage;
terrain.bakeLightProbesForTrees = m_Settings.BakeLightProbesForTrees;
terrain.deringLightProbesForTrees = m_Settings.DeringLightProbesForTrees;
terrain.preserveTreePrototypeLayers = m_Settings.PreserveTreePrototypeLayers;
terrain.detailObjectDistance = m_Settings.DetailObjectDistance;
terrain.collectDetailPatches = m_Settings.CollectDetailPatches;
terrain.detailObjectDensity = m_Settings.DetailObjectDensity;
terrain.treeDistance = m_Settings.TreeDistance;
terrain.treeBillboardDistance = m_Settings.TreeBillboardDistance;
terrain.treeCrossFadeLength = m_Settings.TreeCrossFadeLength;
terrain.treeMaximumFullLODCount = m_Settings.TreeMaximumFullLODCount;
}
if (m_Settings.EnableWindSettings)
{
Undo.RecordObject(terrain.terrainData, "TerrainData property change");
terrain.terrainData.wavingGrassStrength = m_Settings.WavingGrassStrength;
terrain.terrainData.wavingGrassSpeed = m_Settings.WavingGrassSpeed;
terrain.terrainData.wavingGrassAmount = m_Settings.WavingGrassAmount;
terrain.terrainData.wavingGrassTint = m_Settings.WavingGrassTint;
}
index++;
}
}
}
finally
{
AssetDatabase.Refresh();
EditorUtility.ClearProgressBar();
}
}
void SavePresetSettings()
{
m_SelectedPreset.CopySettingsFrom(m_Settings);
m_SelectedPreset.CopyUISettingsFrom(m_Settings);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
void CreateNewPreset()
{
string filePath = EditorUtility.SaveFilePanelInProject("Save Terrain Setting Preset", "New Terrain Settings Preset.asset", "asset", "");
if (string.IsNullOrEmpty(filePath))
{
return;
}
if (!File.Exists(filePath))
{
m_SelectedPreset = null;
var newPreset = ScriptableObject.CreateInstance<TerrainSettings>();
newPreset.CopySettingsFrom(m_Settings);
newPreset.CopyUISettingsFrom(m_Settings);
AssetDatabase.CreateAsset(newPreset, filePath);
}
m_SelectedPreset = AssetDatabase.LoadAssetAtPath<TerrainSettings>(filePath);
SavePresetSettings();
}
bool GetSettingsPreset()
{
if (m_SelectedPreset == null)
{
if (EditorUtility.DisplayDialog("Error", "No terrain settings preset found, create a new one?", "OK", "Cancel"))
{
CreateNewPreset();
return true;
}
return false;
}
return true;
}
void LoadPresetToSettings()
{
if (m_SelectedPreset == null)
{
EditorUtility.DisplayDialog("Error", "No selected preset found. Select one to continue.", "OK");
return;
}
m_Settings.CopySettingsFrom(m_SelectedPreset);
m_Settings.CopyUISettingsFrom(m_SelectedPreset);
}
void LoadSettingsFromSelectedTerrain()
{
if (!GetSelectedTerrain())
{
return;
}
m_Settings.CopySettingsFrom(m_SelectedTerrain);
}
public void SaveSettings()
{
if (m_SelectedPreset != null)
{
m_Settings.PresetPath = AssetDatabase.GetAssetPath(m_SelectedPreset);
}
else
{
m_Settings.PresetPath = string.Empty;
}
string filePath = ToolboxHelper.GetPrefFilePath(ToolboxHelper.ToolboxPrefsSettings);
string settingsData = JsonUtility.ToJson(m_Settings);
File.WriteAllText(filePath, settingsData);
}
public void LoadSettings()
{
string filePath = ToolboxHelper.GetPrefFilePath(ToolboxHelper.ToolboxPrefsSettings);
if (File.Exists(filePath))
{
string settingsData = File.ReadAllText(filePath);
JsonUtility.FromJsonOverwrite(settingsData, m_Settings);
}
if (m_Settings.PresetPath == string.Empty)
{
m_SelectedPreset = null;
}
else
{
m_SelectedPreset = AssetDatabase.LoadAssetAtPath(m_Settings.PresetPath, typeof(TerrainSettings)) as TerrainSettings;
}
}
}
}