255 lines
9.3 KiB
C#
255 lines
9.3 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System.Collections.Generic;
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using System;
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namespace Gaia
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{
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[CustomEditor(typeof(SpawnerGroup))]
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public class SpawnerGroupEditor : Editor
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{
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GUIStyle m_boxStyle;
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GUIStyle m_wrapStyle;
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SpawnerGroup m_spawnerGroup;
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DateTime m_timeSinceLastUpdate = DateTime.Now;
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bool m_startedUpdates = false;
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void OnEnable()
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{
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m_spawnerGroup = (SpawnerGroup)target;
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StartEditorUpdates();
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}
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void OnDisable()
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{
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}
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/// <summary>
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/// Start editor updates
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/// </summary>
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public void StartEditorUpdates()
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{
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if (!m_startedUpdates)
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{
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m_startedUpdates = true;
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EditorApplication.update += EditorUpdate;
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}
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}
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/// <summary>
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/// Stop editor updates
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/// </summary>
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public void StopEditorUpdates()
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{
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if (m_startedUpdates)
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{
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m_startedUpdates = false;
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EditorApplication.update -= EditorUpdate;
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}
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}
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/// <summary>
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/// This is used just to force the editor to repaint itself
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/// </summary>
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void EditorUpdate()
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{
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if (m_spawnerGroup != null)
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{
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if (m_spawnerGroup.m_updateCoroutine != null)
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{
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if ((DateTime.Now - m_timeSinceLastUpdate).TotalMilliseconds > 500)
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{
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m_timeSinceLastUpdate = DateTime.Now;
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Repaint();
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}
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}
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else
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{
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if ((DateTime.Now - m_timeSinceLastUpdate).TotalSeconds > 5)
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{
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m_timeSinceLastUpdate = DateTime.Now;
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Repaint();
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}
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}
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}
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}
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public override void OnInspectorGUI()
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{
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//Get our spawner
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m_spawnerGroup = (SpawnerGroup)target;
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//Set up the box style
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if (m_boxStyle == null)
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{
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m_boxStyle = new GUIStyle(GUI.skin.box);
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m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
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m_boxStyle.fontStyle = FontStyle.Bold;
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m_boxStyle.alignment = TextAnchor.UpperLeft;
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}
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//Setup the wrap style
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if (m_wrapStyle == null)
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{
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m_wrapStyle = new GUIStyle(GUI.skin.label);
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m_wrapStyle.wordWrap = true;
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}
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//Fix up names if necessary
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m_spawnerGroup.FixNames();
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//Create a nice text intro
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GUILayout.BeginVertical("Spawner Group", m_boxStyle);
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GUILayout.Space(20);
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EditorGUILayout.LabelField("A Spawner Group allows you to chain a set of spawners together. The command buttons you run will be run on all sub spawners. It may take a little while so be patient.", m_wrapStyle);
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GUILayout.EndVertical();
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//Disable if spawning
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if (m_spawnerGroup.m_updateCoroutine != null)
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{
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GUI.enabled = false;
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}
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DrawDefaultInspector();
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GUILayout.BeginVertical("Terrain Helper", m_boxStyle);
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GUILayout.Space(20);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button(GetLabel("Flatten")))
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{
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if (EditorUtility.DisplayDialog("Flatten Terrain tiles ?", "Are you sure you want to flatten all terrain tiles - this can not be undone ?", "Yes", "No"))
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{
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TerrainHelper.Flatten();
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}
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}
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if (GUILayout.Button(GetLabel("Smooth")))
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{
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if (EditorUtility.DisplayDialog("Smooth Terrain tiles ?", "Are you sure you want to smooth all terrain tiles - this can not be undone ?", "Yes", "No"))
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{
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TerrainHelper.Smooth(1);
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}
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}
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if (GUILayout.Button(GetLabel("Clear Trees")))
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{
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if (EditorUtility.DisplayDialog("Clear Terrain trees ?", "Are you sure you want to clear all terrain trees - this can not be undone ?", "Yes", "No"))
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{
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//outdated
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//TerrainHelper.ClearTrees();
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}
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}
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if (GUILayout.Button(GetLabel("Clear Details")))
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{
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if (EditorUtility.DisplayDialog("Clear Terrain details ?", "Are you sure you want to clear all terrain details - this can not be undone ?", "Yes", "No"))
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{
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//outdated
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//TerrainHelper.ClearDetails();
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(5);
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GUILayout.EndVertical();
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//Re-enable
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GUI.enabled = true;
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//Display progress
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if (m_spawnerGroup.m_updateCoroutine != null)
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{
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GUILayout.BeginVertical("Spawner Controller", m_boxStyle);
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GUILayout.Space(20);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button(GetLabel("Cancel")))
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{
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m_spawnerGroup.CancelSpawn();
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(5);
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GUILayout.EndVertical();
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//Draw the various progress bars
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for (int idx = 0; idx < m_spawnerGroup.m_spawners.Count; idx++)
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{
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//Display progress
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if (m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress > 0f && m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress < 1f)
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{
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ProgressBar(string.Format("{0} ({1:0.0}%)", m_spawnerGroup.m_spawners[idx].m_name, m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress * 100f), m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress);
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}
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}
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}
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else
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{
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GUILayout.BeginVertical("Spawner Controller", m_boxStyle);
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GUILayout.Space(20);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button(GetLabel("Reset")))
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{
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m_spawnerGroup.ResetSpawner();
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}
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if (GUILayout.Button(GetLabel("Spawn")))
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{
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//Check that they have a single selected terrain
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if (Gaia.TerrainHelper.GetActiveTerrainCount() != 1)
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{
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EditorUtility.DisplayDialog("OOPS!", "You must have only one active terrain in order to use a Spawner Group. Please either add a terrain, or deactivate all but one terrain.", "OK");
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}
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else
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{
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m_spawnerGroup.RunSpawnerIteration();
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StartEditorUpdates();
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(5f);
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GUILayout.EndVertical();
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}
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}
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/// <summary>
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/// Draw a progress bar
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/// </summary>
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/// <param name="label"></param>
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/// <param name="value"></param>
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void ProgressBar(string label, float value)
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{
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// Get a rect for the progress bar using the same margins as a textfield:
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Rect rect = GUILayoutUtility.GetRect(18, 18, "TextField");
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EditorGUI.ProgressBar(rect, value, label);
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EditorGUILayout.Space();
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}
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/// <summary>
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/// Get a content label - look the tooltip up if possible
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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GUIContent GetLabel(string name)
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{
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string tooltip = "";
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if (m_tooltips.TryGetValue(name, out tooltip))
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{
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return new GUIContent(name, tooltip);
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}
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else
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{
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return new GUIContent(name);
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}
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}
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/// <summary>
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/// The tooltips
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/// </summary>
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static Dictionary<string, string> m_tooltips = new Dictionary<string, string>
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{
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{ "Reset", "Reset the spawner back to its initial state. Starting spawn again will generate exact same result provided that nothing else in the terrain has changed." },
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{ "Spawn", "Run a single spawn interation." },
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{ "Flatten", "Flatten the entire terrain - use with care!" },
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{ "Smooth", "Smooth the entire terrain - removes jaggies and increases frame rate - run multiple times to increase effect - use with care!" },
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{ "Clear Trees", "Clear trees from entire terrain - use with care!" },
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{ "Clear Details", "Clear details / grass from entire terrain - use with care!" },
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};
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}
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} |