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CrowdControl/Assets/Top Down/tools scripts/Editor/TerrainRandEditor.cs

46 lines
1.6 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(TerrainRand))]
public class TerrainRandEditor : Editor
{
override public void OnInspectorGUI()
{
TerrainRand terrain = target as TerrainRand;
terrain.prefab = EditorGUILayout.ObjectField("Prefab", terrain.prefab, typeof(GameObject)) as GameObject;
terrain.count = EditorGUILayout.IntField("Count", terrain.count);
terrain.randomRotationX = EditorGUILayout.FloatField("Random X", terrain.randomRotationX);
terrain.randomRotationY = EditorGUILayout.FloatField("Random Y", terrain.randomRotationY);
terrain.randomRotationZ = EditorGUILayout.FloatField("Random Z", terrain.randomRotationZ);
if (GUILayout.Button("Generate"))
{
Generate(terrain);
}
}
void Generate(TerrainRand tr)
{
if (tr.prefab == null)
{
Debug.Log("prefab is null");
return;
}
Transform myTransform = tr.transform;
Terrain terrain = tr.gameObject.GetComponent<Terrain>();
TerrainData td = terrain.terrainData;
for (int i = 0; i < tr.count; i++)
{
Vector3 pos = myTransform.position;
pos.x += td.size.x * Random.Range(0.0f, 1.0f);
pos.z += td.size.z * Random.Range(0.0f, 1.0f);
pos.y += terrain.SampleHeight(pos);
Quaternion rot = Quaternion.Euler(Random.Range(-tr.randomRotationX, tr.randomRotationX), Random.Range(-tr.randomRotationY, tr.randomRotationY), Random.Range(-tr.randomRotationZ, tr.randomRotationZ));
GameObject gameObject = PrefabUtility.InstantiatePrefab(tr.prefab) as GameObject;
gameObject.transform.position = pos;
gameObject.transform.rotation = rot;
}
}
}