Files
beyond/Assets/ThirdParty/Procedural Worlds/Gaia/Scripts/Editor/GaiaTerrainHeightAdjuster.cs
2024-11-20 15:21:28 +01:00

116 lines
4.0 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
namespace Gaia
{
public class GaiaTerrainHeightAdjuster : EditorWindow
{
private GUIStyle m_boxStyle;
private GUIStyle m_wrapStyle;
private float m_terrainHeight = 0f;
private float m_maxTerrainHeight = 1000f;
void OnGUI()
{
//Set up the box style
if (m_boxStyle == null)
{
m_boxStyle = new GUIStyle(GUI.skin.box);
m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
m_boxStyle.fontStyle = FontStyle.Bold;
m_boxStyle.alignment = TextAnchor.UpperLeft;
}
//Setup the wrap style
if (m_wrapStyle == null)
{
m_wrapStyle = new GUIStyle(GUI.skin.label);
m_wrapStyle.fontStyle = FontStyle.Normal;
m_wrapStyle.wordWrap = true;
}
//Text intro
GUILayout.BeginVertical("Gaia Terrain Height Adjuster", m_boxStyle);
GUILayout.Space(20);
EditorGUILayout.LabelField("The terrain height adjuster allows you to set the height of the terrains in your scene to the given height.", m_wrapStyle);
GUILayout.EndVertical();
Terrain terrain = Gaia.TerrainHelper.GetActiveTerrain();
if (terrain != null)
{
m_maxTerrainHeight = terrain.terrainData.size.y;
}
m_terrainHeight = EditorGUILayout.Slider(GetLabel("New Terrain Height (m)"), m_terrainHeight, 0f, m_maxTerrainHeight);
GUILayout.Space(5);
EditorGUI.indentLevel++;
if (DisplayButton(GetLabel("Adjust Terrain Heights")))
{
if (terrain == null)
{
EditorUtility.DisplayDialog("OOPS!", "You must have at least one active terrain in your scene to use this feature!", "OK");
return;
}
GaiaWorldManager mgr = new GaiaWorldManager(Terrain.activeTerrains);
mgr.LoadFromWorld();
mgr.SetHeightWU(m_terrainHeight);
mgr.SaveToWorld();
}
EditorGUI.indentLevel--;
}
/// <summary>
/// Display a button that takes editor indentation into account
/// </summary>
/// <param name="content"></param>
/// <returns></returns>
bool DisplayButton(GUIContent content)
{
TextAnchor oldalignment = GUI.skin.button.alignment;
GUI.skin.button.alignment = TextAnchor.MiddleLeft;
Rect btnR = EditorGUILayout.BeginHorizontal();
btnR.xMin += (EditorGUI.indentLevel * 18f);
btnR.height += 20f;
btnR.width -= 4f;
bool result = GUI.Button(btnR, content);
EditorGUILayout.EndHorizontal();
GUILayout.Space(22);
GUI.skin.button.alignment = oldalignment;
return result;
}
/// <summary>
/// Get a content label - look the tooltip up if possible
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
GUIContent GetLabel(string name)
{
string tooltip = "";
if (m_tooltips.TryGetValue(name, out tooltip))
{
return new GUIContent(name, tooltip);
}
else
{
return new GUIContent(name);
}
}
/// <summary>
/// The tooltips
/// </summary>
static Dictionary<string, string> m_tooltips = new Dictionary<string, string>
{
{ "Execution Mode", "The way this spawner runs. Design time : At design time only. Runtime Interval : At run time on a timed interval. Runtime Triggered Interval : At run time on a timed interval, and only when the tagged game object is closer than the trigger range from the center of the spawner." },
};
}
}