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