Files
PrincessLandVR/Assets/Procedural Worlds/Gaia/Scripts/Editor/GaiaWaterflowMapEditor.cs
T
2021-01-11 22:20:43 -08:00

133 lines
5.1 KiB
C#

using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine.Scripting.APIUpdating;
namespace Gaia
{
/// <summary>
/// Export current terrain as a water flow map
/// </summary>
public class GaiaWaterflowMapEditor : EditorWindow
{
private GUIStyle m_boxStyle;
private GUIStyle m_wrapStyle;
private string m_maskName;
private WaterFlowMap m_waterFlowMap = new WaterFlowMap();
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 WaterFlow Mask Exporter", m_boxStyle);
GUILayout.Space(20);
EditorGUILayout.LabelField("The Gaia waterflow exporter allows you to calculate and export a water flow mask from your terrain.", m_wrapStyle);
GUILayout.EndVertical();
if (string.IsNullOrEmpty(m_maskName))
{
m_maskName = string.Format("TerrainWaterFlow-{0:yyyyMMdd-HHmmss}", DateTime.Now);
}
m_maskName = EditorGUILayout.TextField(GetLabel("Mask Name"), m_maskName);
m_waterFlowMap.m_dropletVolume = EditorGUILayout.Slider(GetLabel("Droplet Volume"), m_waterFlowMap.m_dropletVolume, 0.1f, 2f);
m_waterFlowMap.m_dropletAbsorbtionRate = EditorGUILayout.Slider(GetLabel("Droplet Absorbtion Rate"), m_waterFlowMap.m_dropletAbsorbtionRate, 0.01f, 1f);
m_waterFlowMap.m_waterflowSmoothIterations = EditorGUILayout.IntSlider(GetLabel("Smooth Iterations"), m_waterFlowMap.m_waterflowSmoothIterations, 0, 10);
GUILayout.Space(5);
EditorGUI.indentLevel++;
if (DisplayButton(GetLabel("Create Mask")))
{
Terrain terrain = Gaia.TerrainHelper.GetActiveTerrain();
if (terrain == null)
{
EditorUtility.DisplayDialog("OOPS!", "You must have a valid terrain!!", "OK");
return;
}
GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager();
string path = GaiaDirectories.GetExportDirectory(gsm.m_session);
path = Path.Combine(path, PWCommon4.Utils.FixFileName(m_maskName));
m_waterFlowMap.CreateWaterFlowMap(terrain);
m_waterFlowMap.ExportWaterMapToPath(path);
GaiaWorldManager mgr = new GaiaWorldManager(Terrain.activeTerrains);
mgr.LoadFromWorld();
path += "WaterFlow";
mgr.ExportWaterflowMapAsPng(m_waterFlowMap.m_waterflowSmoothIterations, path);
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("Done!", "Your mask is available at " + path, "OK");
}
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." },
};
}
}