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using System;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Gaia
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{
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[System.Serializable]
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public class ResourceProtoSpawnExtensionInstance
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{
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public string m_name;
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public GameObject m_spawnerPrefab;
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//[HideInInspector]
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public string m_spawnerPrefabFileName; // Used for re-association
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////[Tooltip("Mobile prefab - future proofing here - not currently used.")]
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////public GameObject m_mobilePrefab;
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////[HideInInspector]
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//public string m_mobilePrefabFileName; // Used for re-association
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//V1.5 from here
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public int m_minSpawnerRuns = 1;
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public int m_maxSpawnerRuns = 1;
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public float m_failureRate = 0f;
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public float m_minSpawnOffsetX = 0f;
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public float m_maxSpawnOffsetX = 0f;
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//[Tooltip("Minimum Y offset from terrain in meters to intantiate at. Can use this to move embed or raise objects from the terrain.")]
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public float m_minSpawnOffsetY = -0.3f;
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//[Tooltip("Maximum Y offset from terrain in meters to intantiate at. Can use this to move embed or raise objects from the terrain.")]
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public float m_maxSpawnOffsetY = -0.1f;
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public float m_minSpawnOffsetZ = 0f;
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public float m_maxSpawnOffsetZ = 0f;
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//[Tooltip("Rotate the object to the terrain normal. Allows natural slope following. Great for things like trees to give them a little more variation in your scene.")]
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//public bool m_rotateToSlope = false;
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//[Tooltip("Minimum X rotation from spawned rotation to intantiate at. Can use this to rotate objects relative to spawn point rotation.")]
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[Range(-180f, 180f)]
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public float m_minRotationOffsetX = 0f;
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//[Tooltip("Maximum X rotation from spawned rotation to intantiate at. Can use this to rotate objects relative to spawn point rotation."), Range(-180f, 180f)]
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public float m_maxRotationOffsetX = 0f;
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//[Tooltip("Minimum Y rotation from spawned rotation to intantiate at. Can use this to rotate objects relative to spawn point rotation."), Range(-180f, 180f)]
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public float m_minRotationOffsetY = -180f;
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//[Tooltip("Maximum Y rotation from spawned rotation to intantiate at. Can use this to rotate objects relative to spawn point rotation."), Range(-180f, 180f)]
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public float m_maxRotationOffsetY = 180f;
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//[Tooltip("Minimum Z rotation from spawned rotation to intantiate at. Can use this to rotate objects relative to spawn point rotation."), Range(-180f, 180f)]
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public float m_minRotationOffsetZ = 0f;
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//[Tooltip("Maximum Z rotation from spawned rotation to intantiate at. Can use this to rotate objects relative to spawn point rotation."), Range(-180f, 180f)]
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public float m_maxRotationOffsetZ = 0f;
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//[Tooltip("Get object scale from parent scale.")]
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//public bool m_useParentScale = true;
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//[Tooltip("Minimum scale."), Range(0f, 20f)]
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public float m_minScale = 1f;
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//[Tooltip("Maximum scale."), Range(0f, 20)]
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public float m_maxScale = 1f;
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//[Tooltip("Influence scale between min and max scale based on distance from spawn point centre.")]
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public AnimationCurve m_scaleByDistance = new AnimationCurve(new Keyframe(0f, 1f), new Keyframe(1f, 1f));
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//[Tooltip("Local bounds radius of this instance.")]
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//public float m_localBounds = 5f;
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//[Tooltip("Will only spawn on virgin terrain.")]
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//public bool m_virginTerrain = true;
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//[Tooltip("Custom parameter to be interpreted by an extension if there is one.")]
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//public string m_extParam = "";
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public SpawnScale m_spawnScale = SpawnScale.Fixed;
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public bool m_commonScale = true;
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public Vector3 m_minXYZScale = new Vector3(0.75f, 0.75f, 0.75f);
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public Vector3 m_maxXYZScale = new Vector3(1.5f, 1.5f, 1.5f);
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public float m_scaleRandomPercentage = 0.5f;
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public Vector3 m_XYZScaleRandomPercentage = new Vector3(0.5f, 0.5f, 0.5f);
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//Just a control flag to store if this instance is folded out
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[HideInInspector]
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public bool m_foldedOut;
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public bool m_invalidPrefabSupplied;
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}
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[System.Serializable]
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public class ResourceProtoSpawnExtension
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{
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public string m_name;
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public ResourceProtoSpawnExtensionInstance[] m_instances = new ResourceProtoSpawnExtensionInstance[0];
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public ResourceProtoDNA m_dna = new ResourceProtoDNA();
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//[Tooltip("SPAWN MASKS - This list of masks can be used to determine where the terrain detail will appear on the terrain.")]
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//public ImageMask[] m_imageMasks = new ImageMask[0];
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//just a control flag to store if the instances list is folded out or not
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[HideInInspector]
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public bool m_instancesFoldOut;
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public bool m_dnaFoldedOut;
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/// <summary>
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/// Set up the asset associations, return true if something changes. Can only be run when the editor is present.
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/// </summary>
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/// <returns>True if something changes</returns>
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public bool SetAssetAssociations()
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{
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bool isModified = false;
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#if UNITY_EDITOR
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ResourceProtoSpawnExtensionInstance goInstance;
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for (int idx = 0; idx < m_instances.GetLength(0); idx++)
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{
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goInstance = m_instances[idx];
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if (goInstance.m_spawnerPrefab != null)
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{
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string fileName = Path.GetFileName(AssetDatabase.GetAssetPath(goInstance.m_spawnerPrefab));
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if (fileName != goInstance.m_spawnerPrefabFileName)
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{
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goInstance.m_spawnerPrefabFileName = fileName;
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isModified = true;
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}
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}
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else
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{
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if (!string.IsNullOrEmpty(goInstance.m_spawnerPrefabFileName))
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{
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goInstance.m_spawnerPrefabFileName = "";
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isModified = true;
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}
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}
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//if (goInstance.m_mobilePrefab != null)
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//{
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// string fileName = Path.GetFileName(AssetDatabase.GetAssetPath(goInstance.m_mobilePrefab));
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// if (fileName != goInstance.m_mobilePrefabFileName)
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// {
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// goInstance.m_mobilePrefabFileName = fileName;
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// isModified = true;
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// }
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//}
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//else
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//{
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// if (!string.IsNullOrEmpty(goInstance.m_mobilePrefabFileName))
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// {
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// goInstance.m_mobilePrefabFileName = "";
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// isModified = true;
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// }
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//}
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}
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#endif
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return isModified;
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}
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/// <summary>
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/// Associate any unallocated assets to this resource. Return true if something changes.
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/// </summary>
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/// <returns>True if the prototype was in some way modified</returns>
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public bool AssociateAssets()
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{
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bool isModified = false;
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#if UNITY_EDITOR
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ResourceProtoSpawnExtensionInstance goInstance;
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for (int idx = 0; idx < m_instances.GetLength(0); idx++)
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{
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goInstance = m_instances[idx];
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if (goInstance.m_spawnerPrefab == null)
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{
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if (!string.IsNullOrEmpty(goInstance.m_spawnerPrefabFileName))
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{
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goInstance.m_spawnerPrefab = GaiaUtils.GetAsset(goInstance.m_spawnerPrefabFileName, typeof(UnityEngine.GameObject)) as GameObject;
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if (goInstance.m_spawnerPrefab != null)
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{
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isModified = true;
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}
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}
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}
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//if (goInstance.m_mobilePrefab == null)
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//{
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// if (!string.IsNullOrEmpty(goInstance.m_mobilePrefabFileName))
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// {
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// goInstance.m_mobilePrefab = GaiaUtils.GetAsset(goInstance.m_mobilePrefabFileName, typeof(UnityEngine.GameObject)) as GameObject;
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// if (goInstance.m_mobilePrefab != null)
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// {
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// isModified = true;
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// }
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// }
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//}
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}
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#endif
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return isModified;
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}
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/// <summary>
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/// Determine whether this has active criteria that checks textures
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/// </summary>
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/// <returns>True if has active criteria that checks textures</returns>
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//public bool ChecksTextures()
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//{
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// for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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// {
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// if (m_spawnCriteria[idx].m_isActive && m_spawnCriteria[idx].m_checkTexture)
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// {
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// return true;
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// }
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// }
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// return false;
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//}
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/// <summary>
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/// Determine whether this has active criteria that checks proximity
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/// </summary>
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/// <returns>True if has active criteria that checks proximity</returns>
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//public bool ChecksProximity()
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//{
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// for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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// {
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// if (m_spawnCriteria[idx].m_isActive && m_spawnCriteria[idx].m_checkProximity)
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// {
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// return true;
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// }
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// }
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// return false;
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//}
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/// <summary>
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/// Add tags to the list if they are not already there
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/// </summary>
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///// <param name="tagList">The list to add the tags to</param>
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//public void AddTags(ref List<string> tagList)
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//{
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// for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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// {
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// if (m_spawnCriteria[idx].m_isActive && m_spawnCriteria[idx].m_checkProximity)
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// {
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// if (!tagList.Contains(m_spawnCriteria[idx].m_proximityTag))
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// {
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// tagList.Add(m_spawnCriteria[idx].m_proximityTag);
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// }
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// }
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// }
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//}
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}
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}
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