BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Editor/Scripts/WizardTool/GCreateLevelTabDrawer.cs

478 lines
24 KiB
C#

#if GRIFFIN
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using Pinwheel.Griffin;
using Pinwheel.Griffin.PaintTool;
using Pinwheel.Griffin.SplineTool;
using Pinwheel.Griffin.StampTool;
using Pinwheel.Griffin.GroupTool;
using Pinwheel.Griffin.ErosionTool;
namespace Pinwheel.Griffin.Wizard
{
public static class GCreateLevelTabDrawer
{
internal static Vector2 scrollPos;
internal static MenuCommand menuCmd;
private class GBaseGUI
{
public static readonly GUIContent INSTRUCTION = new GUIContent("Follow the steps below to create your level. Hover on labels for instruction.");
}
internal static void Draw()
{
EditorGUILayout.LabelField(GBaseGUI.INSTRUCTION, GEditorCommon.BoldLabel);
GEditorCommon.DrawCommonLinks();
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
DrawPolaris3GUI();
if (GCommon.CurrentRenderPipeline == GRenderPipelineType.Universal)
{
DrawRenderPipelineSettingGUI();
}
DrawCreateTerrainsGUI();
DrawTerrainsManagementGUI();
DrawSculptingGUI();
DrawTexturingGUI();
DrawVertexColorTexturingGUI();
DrawSimulationGUI();
DrawFoliageAndObjectSpawningGUI();
DrawCreateSplineGUI();
DrawWaterSkyGUI();
DrawUtilitiesGUI();
EditorGUILayout.EndScrollView();
}
private class Polaris3GUI
{
public static readonly string LABEL = "Polaris 3 is here";
public static readonly string ID = "wizard-polaris-3";
public static readonly string TEXT = "Polaris 3 is available for upgrade with new features and several improvements.";
public static readonly string BUTTON_TEXT = "View on Asset Store";
}
private static void DrawPolaris3GUI()
{
GEditorCommon.Foldout(Polaris3GUI.LABEL, true, Polaris3GUI.ID, () =>
{
EditorGUILayout.LabelField(Polaris3GUI.TEXT);
if (GUILayout.Button(Polaris3GUI.BUTTON_TEXT))
{
Application.OpenURL(GAssetLink.POLARIS_3);
}
});
}
private class GRenderPipelineGUI
{
public static readonly string LABEL = "0. Universal Render Pipeline Setup";
public static readonly string ID = "wizard-rp-setup";
public static readonly GUIContent INSTRUCTION = new GUIContent("Install additional package for Universal Render Pipeline");
public static readonly GUIContent STATUS_INSTALLED = new GUIContent("Status: INSTALLED");
public static readonly GUIContent STATUS_NOT_INSTALLED = new GUIContent("Status: NOT INSTALLED");
public static readonly GUIContent INSTALL_BTN = new GUIContent("Install");
}
private static void DrawRenderPipelineSettingGUI()
{
GEditorCommon.Foldout(GRenderPipelineGUI.LABEL, true, GRenderPipelineGUI.ID, () =>
{
EditorGUILayout.LabelField(GRenderPipelineGUI.INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
EditorGUILayout.LabelField(GPackageInitializer.isUrpSupportInstalled ? GRenderPipelineGUI.STATUS_INSTALLED : GRenderPipelineGUI.STATUS_NOT_INSTALLED, GEditorCommon.WordWrapLeftLabel);
if (GCommon.CurrentRenderPipeline == GRenderPipelineType.Universal)
{
if (GUILayout.Button(GRenderPipelineGUI.INSTALL_BTN))
{
GUrpPackageImporter.Import();
#if GRIFFIN_URP
Griffin.URP.GGriffinUrpInstaller.Install();
#endif
}
}
});
}
private class GCreateTerrainGUI
{
public static readonly string LABEL = "1. Create Terrains";
public static readonly string ID = "wizard-create-terrains";
public static readonly string PHYSICAL_HEADER = "Physical";
public static readonly GUIContent ORIGIN = new GUIContent("Origin", "Position of the first terrain in the grid.");
public static readonly GUIContent TILE_SIZE = new GUIContent("Tile Size", "Size of each terrain tile in world space.");
public static readonly GUIContent TILE_X = new GUIContent("Tile Count X", "Number of tiles along X-axis.");
public static readonly GUIContent TILE_Z = new GUIContent("Tile Count Z", "Number of tiles along Z-axis.");
public static readonly GUIContent WORLD_SIZE = new GUIContent("World Size", "Size of the terrain grid in world space.");
public static readonly string MATERIAL_HEADER = "Material";
public static readonly string UTILITIES_HEADER = "Utilities";
public static readonly GUIContent NAME_PREFIX = new GUIContent("Name Prefix", "The beginning of each terrain's name. Useful for some level streaming system.");
public static readonly GUIContent GROUP_ID = new GUIContent("Group Id", "An integer for grouping and connecting adjacent terrain tiles.");
public static readonly string DATA_HEADER = "Data";
public static readonly GUIContent DIRECTORY = new GUIContent("Directory", "Where to store created terrain data. A sub-folder of Assets/ is recommended.");
public static readonly GUIContent CREATE_BTN = new GUIContent("Create");
}
private static void DrawCreateTerrainsGUI()
{
GEditorCommon.Foldout(GCreateTerrainGUI.LABEL, true, GCreateTerrainGUI.ID, () =>
{
GEditorSettings.WizardToolsSettings settings = GEditorSettings.Instance.wizardTools;
GEditorCommon.Header(GCreateTerrainGUI.PHYSICAL_HEADER);
settings.origin = GEditorCommon.InlineVector3Field(GCreateTerrainGUI.ORIGIN, settings.origin);
settings.tileSize = GEditorCommon.InlineVector3Field(GCreateTerrainGUI.TILE_SIZE, settings.tileSize);
settings.tileSize = new Vector3(
Mathf.Max(1, settings.tileSize.x),
Mathf.Max(1, settings.tileSize.y),
Mathf.Max(1, settings.tileSize.z));
settings.tileCountX = EditorGUILayout.IntField(GCreateTerrainGUI.TILE_X, settings.tileCountX);
settings.tileCountX = Mathf.Max(1, settings.tileCountX);
settings.tileCountZ = EditorGUILayout.IntField(GCreateTerrainGUI.TILE_Z, settings.tileCountZ);
settings.tileCountZ = Mathf.Max(1, settings.tileCountZ);
float worldSizeX = settings.tileCountX * settings.tileSize.x;
float worldSizeY = settings.tileSize.y;
float worldSizeZ = settings.tileCountZ * settings.tileSize.z;
GUIContent worldSizeContent = new GUIContent($"{worldSizeX}m x {worldSizeY}m x {worldSizeZ}m");
EditorGUILayout.LabelField(GCreateTerrainGUI.WORLD_SIZE, worldSizeContent);
GEditorCommon.Header(GCreateTerrainGUI.MATERIAL_HEADER);
GWizardEditorCommon.DrawMaterialSettingsGUI();
GEditorCommon.Header(GCreateTerrainGUI.UTILITIES_HEADER);
settings.terrainNamePrefix = EditorGUILayout.TextField(GCreateTerrainGUI.NAME_PREFIX, settings.terrainNamePrefix);
settings.groupId = EditorGUILayout.IntField(GCreateTerrainGUI.NAME_PREFIX, settings.groupId);
GEditorCommon.Header(GCreateTerrainGUI.DATA_HEADER);
string dir = settings.dataDirectory;
GEditorCommon.BrowseFolder(GCreateTerrainGUI.DIRECTORY, ref dir);
if (string.IsNullOrEmpty(dir))
{
dir = "Assets/";
}
settings.dataDirectory = dir;
if (GUILayout.Button(GCreateTerrainGUI.CREATE_BTN))
{
GameObject environmentRoot = null;
if (menuCmd != null && menuCmd.context != null)
{
environmentRoot = menuCmd.context as GameObject;
}
if (environmentRoot == null)
{
environmentRoot = new GameObject("Low Poly Environment");
environmentRoot.transform.position = settings.origin;
}
GWizard.CreateTerrains(environmentRoot);
}
});
}
private class GTerrainManagementGUI
{
public static readonly string LABEL = "2. Terrains Management";
public static readonly string ID = "wizard-terrains-management";
public static readonly string INSTRUCTION_1 = "Edit properties of an individual terrain by selecting it and use the Inspector.";
public static readonly string INSTRUCTION_2 = string.Format("Use context menus ({0}) in the terrain Inspector to perform additional tasks.", GEditorCommon.contextIconText);
public static readonly string INSTRUCTION_3 = "Use the Group Tool to edit properties of multiple terrains at once.";
public static readonly GUIContent CREATE_BTN = new GUIContent("Create Group Tool");
}
private static void DrawTerrainsManagementGUI()
{
GEditorCommon.Foldout(GTerrainManagementGUI.LABEL, false, GTerrainManagementGUI.ID, () =>
{
EditorGUILayout.LabelField(
GTerrainManagementGUI.INSTRUCTION_1,
GEditorCommon.WordWrapLeftLabel);
EditorGUILayout.LabelField(
GTerrainManagementGUI.INSTRUCTION_2,
GEditorCommon.WordWrapLeftLabel);
EditorGUILayout.LabelField(
GTerrainManagementGUI.INSTRUCTION_3,
GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GTerrainManagementGUI.CREATE_BTN))
{
GTerrainGroup group = GWizard.CreateGroupTool();
EditorGUIUtility.PingObject(group);
Selection.activeGameObject = group.gameObject;
}
});
}
private class GSculptingGUI
{
public static readonly string LABEL = "3. Sculpting";
public static readonly string ID = "wizard-sculpting";
public static readonly GUIContent SELECT_WORKFLOW = new GUIContent("Select the workflow you prefer.");
public static readonly string PAINTING_HEADER = "Painting";
public static readonly GUIContent PAINTING_INSTRUCTION = new GUIContent("Use a set of painters for hand sculpting terrain shape.");
public static readonly GUIContent CREATE_PAINTER_BTN = new GUIContent("Create Geometry - Texture Painter");
public static readonly string STAMPING_HEADER = "Stamping";
public static readonly GUIContent STAMPING_INSTRUCTION = new GUIContent("Use grayscale textures to stamp mountains, plateaus, rivers, etc. and blend using some math operations.");
public static readonly GUIContent CREATE_STAMPER_BTN = new GUIContent("Create Geometry Stamper");
}
private static void DrawSculptingGUI()
{
GEditorCommon.Foldout(GSculptingGUI.LABEL, false, GSculptingGUI.ID, () =>
{
EditorGUILayout.LabelField(GSculptingGUI.SELECT_WORKFLOW, GEditorCommon.WordWrapLeftLabel);
GEditorCommon.Header(GSculptingGUI.PAINTING_HEADER);
EditorGUILayout.LabelField(GSculptingGUI.PAINTING_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GSculptingGUI.CREATE_PAINTER_BTN))
{
GTerrainTexturePainter painter = GWizard.CreateGeometryTexturePainter();
EditorGUIUtility.PingObject(painter.gameObject);
Selection.activeGameObject = painter.gameObject;
}
GEditorCommon.Header(GSculptingGUI.STAMPING_HEADER);
EditorGUILayout.LabelField(GSculptingGUI.STAMPING_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GSculptingGUI.CREATE_STAMPER_BTN))
{
GGeometryStamper stamper = GWizard.CreateGeometryStamper();
EditorGUIUtility.PingObject(stamper.gameObject);
Selection.activeGameObject = stamper.gameObject;
}
});
}
private class GTexturingGUI
{
public static readonly string LABEL = "4. Texturing";
public static readonly string ID = "wizard-texturing";
public static readonly GUIContent SELECT_WORKFLOW = new GUIContent("Select the workflow you prefer.");
public static readonly string PAINTING_HEADER = "Painting";
public static readonly GUIContent PAINTING_INSTRUCTION = new GUIContent("Use a set of painters for hand painting terrain color.");
public static readonly GUIContent CREATE_PAINTER_BTN = new GUIContent("Create Geometry - Texture Painter");
public static readonly string STAMPING_HEADER = "Stamping";
public static readonly GUIContent STAMPING_INSTRUCTION = new GUIContent("Use stamper to color the terrain procedurally with some rules such as height, normal vector and noise.");
public static readonly GUIContent CREATE_STAMPER_BTN = new GUIContent("Create Texture Stamper");
}
private static void DrawTexturingGUI()
{
GEditorCommon.Foldout(GTexturingGUI.LABEL, false, GTexturingGUI.ID, () =>
{
EditorGUILayout.LabelField(GTexturingGUI.SELECT_WORKFLOW, GEditorCommon.WordWrapLeftLabel);
GEditorCommon.Header(GTexturingGUI.PAINTING_HEADER);
EditorGUILayout.LabelField(GTexturingGUI.PAINTING_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GTexturingGUI.CREATE_PAINTER_BTN))
{
GTerrainTexturePainter painter = GWizard.CreateGeometryTexturePainter();
EditorGUIUtility.PingObject(painter.gameObject);
Selection.activeGameObject = painter.gameObject;
}
GEditorCommon.Header(GTexturingGUI.STAMPING_HEADER);
EditorGUILayout.LabelField(GTexturingGUI.STAMPING_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GTexturingGUI.CREATE_STAMPER_BTN))
{
GTextureStamper stamper = GWizard.CreateTextureStamper();
EditorGUIUtility.PingObject(stamper.gameObject);
Selection.activeGameObject = stamper.gameObject;
}
});
}
private class GVertexColorTexturingGUI
{
public static readonly string LABEL = "4.1. Vertex Color Texturing";
public static readonly string ID = "wizard-vertex-color-texturing";
public static readonly GUIContent INSTRUCTION_1 = new GUIContent("To enable vertex coloring, do the following steps.");
public static readonly GUIContent INSTRUCTION_2 = new GUIContent("Set <i>terrain> Geometry> Albedo To Vertex Color</i> to Sharp or Smooth");
public static readonly GUIContent INSTRUCTION_3 = new GUIContent("For Painting workflow: Select the Geometry - Texture Painter and enable <i>Force Update Geometry</i>, then use Albedo mode to paint.");
public static readonly GUIContent INSTRUCTION_4 = new GUIContent("For Stamping workflow: Stamp to Albedo map and regenerate terrain meshes by select <i>terrain> Geometry> CONTEXT (≡)> Update</i>");
}
private static void DrawVertexColorTexturingGUI()
{
GEditorCommon.Foldout(GVertexColorTexturingGUI.LABEL, false, GVertexColorTexturingGUI.ID, () =>
{
EditorGUILayout.LabelField(
GVertexColorTexturingGUI.INSTRUCTION_1, GEditorCommon.WordWrapLeftLabel);
EditorGUILayout.LabelField(
GVertexColorTexturingGUI.INSTRUCTION_2, GEditorCommon.RichTextLabel);
EditorGUILayout.LabelField(
GVertexColorTexturingGUI.INSTRUCTION_3, GEditorCommon.RichTextLabel);
EditorGUILayout.LabelField(
GVertexColorTexturingGUI.INSTRUCTION_4, GEditorCommon.RichTextLabel);
});
}
private class GSimulationGUI
{
public static readonly string LABEL = "5. Simulation";
public static readonly string ID = "wizard-simulation";
public static readonly string INSTRUCTION = "Simulate natural effect such as hydraulic and thermal erosion on the terrain surface.";
public static readonly string CREATE_SIMULATOR_LABEL = "Create Erosion Simulator";
}
private static void DrawSimulationGUI()
{
GEditorCommon.Foldout(GSimulationGUI.LABEL, false, GSimulationGUI.ID, () =>
{
EditorGUILayout.LabelField(GSimulationGUI.INSTRUCTION, GEditorCommon.WordWrapItalicLabel);
if (GUILayout.Button(GSimulationGUI.CREATE_SIMULATOR_LABEL))
{
GErosionSimulator simulator = GWizard.CreateErosionSimulator();
EditorGUIUtility.PingObject(simulator);
Selection.activeGameObject = simulator.gameObject;
}
});
}
private class GSpawningGUI
{
public static readonly string LABEL = "6. Foliage & Object Spawning";
public static readonly string ID = "wizard-foliage-object-spawning";
public static readonly GUIContent SELECT_WORKFLOW = new GUIContent("Select the workflow you prefer.");
public static readonly string PAINTING_HEADER = "Painting";
public static readonly GUIContent PAINTING_INSTRUCTION = new GUIContent("Place trees, grasses and game objects by painting.");
public static readonly GUIContent CREATE_PAINTER_BTN = new GUIContent("Create Foliage Painter & Object Painter");
public static readonly string STAMPING_HEADER = "Stamping";
public static readonly GUIContent STAMPING_INSTRUCTION = new GUIContent("Procedurally spawn trees, grasses and game objects using some rules such as height, normal vector and noise.");
public static readonly GUIContent CREATE_STAMPER_BTN = new GUIContent("Create Foliage Stamper & Object Stamper");
}
private static void DrawFoliageAndObjectSpawningGUI()
{
GEditorCommon.Foldout(GSpawningGUI.LABEL, false, GSpawningGUI.ID, () =>
{
EditorGUILayout.LabelField(GSpawningGUI.SELECT_WORKFLOW, GEditorCommon.WordWrapLeftLabel);
GEditorCommon.Header(GSpawningGUI.PAINTING_HEADER);
EditorGUILayout.LabelField(GSpawningGUI.PAINTING_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GSpawningGUI.CREATE_PAINTER_BTN))
{
GFoliagePainter fPainter = GWizard.CreateFoliagePainter();
GObjectPainter oPainter = GWizard.CreateObjectPainter();
EditorGUIUtility.PingObject(fPainter);
Selection.objects = new GameObject[] { fPainter.gameObject, oPainter.gameObject };
Selection.activeGameObject = fPainter.gameObject;
}
GEditorCommon.Header(GSpawningGUI.STAMPING_HEADER);
EditorGUILayout.LabelField(GSpawningGUI.STAMPING_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GSpawningGUI.CREATE_STAMPER_BTN))
{
GFoliageStamper fStamper = GWizard.CreateFoliageStamper();
GObjectStamper oStamper = GWizard.CreateObjectStamper();
EditorGUIUtility.PingObject(fStamper);
Selection.objects = new GameObject[] { fStamper.gameObject, oStamper.gameObject };
Selection.activeGameObject = fStamper.gameObject;
}
});
}
private class GCreateSplineGUI
{
public static readonly string LABEL = "7. Create Roads, Ramps, Rivers, etc.";
public static readonly string ID = "wizard-spline";
public static readonly GUIContent INSTRUCTION = new GUIContent("Use Spline Tool to paint roads, make ramps and riverbeds, etc.");
public static readonly GUIContent CREATE_BTN = new GUIContent("Create Spline Tool");
}
private static void DrawCreateSplineGUI()
{
GEditorCommon.Foldout(GCreateSplineGUI.LABEL, false, GCreateSplineGUI.ID, () =>
{
EditorGUILayout.LabelField(GCreateSplineGUI.INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GCreateSplineGUI.CREATE_BTN))
{
GSplineCreator spline = GWizard.CreateSplineTool();
EditorGUIUtility.PingObject(spline);
Selection.activeGameObject = spline.gameObject;
}
});
}
private class GWaterSkyGUI
{
public static readonly string LABEL = "8. Adding Water & Sky";
public static readonly string ID = "wizard-id";
public static readonly string WATER_HEADER = "Water";
public static readonly GUIContent WATER_INSTRUCTION = new GUIContent("Poseidon is a low poly water system with high visual quality and performance.");
public static readonly GUIContent GET_POSEIDON_BTN = new GUIContent("Get Poseidon");
public static readonly string SKY_HEADER = "Sky";
public static readonly GUIContent SKY_INSTRUCTION = new GUIContent("Jupiter is a single pass sky shader with day night cycle support.");
public static readonly GUIContent GET_JUPITER_BTN = new GUIContent("Get Jupiter");
}
private static void DrawWaterSkyGUI()
{
GEditorCommon.Foldout(GWaterSkyGUI.LABEL, false, GWaterSkyGUI.ID, () =>
{
GEditorCommon.Header(GWaterSkyGUI.WATER_HEADER);
EditorGUILayout.LabelField(GWaterSkyGUI.WATER_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GWaterSkyGUI.GET_POSEIDON_BTN))
{
Application.OpenURL(GAssetLink.POSEIDON);
}
GEditorCommon.Header(GWaterSkyGUI.SKY_HEADER);
EditorGUILayout.LabelField(
GWaterSkyGUI.SKY_INSTRUCTION, GEditorCommon.WordWrapLeftLabel);
if (GUILayout.Button(GWaterSkyGUI.GET_JUPITER_BTN))
{
Application.OpenURL(GAssetLink.JUPITER);
}
});
}
private class GUtilitiesGUI
{
public static readonly string LABEL = "9. Utilities";
public static readonly string ID = "wizard-utilities";
public static readonly string WIND_ZONE_HEADER = "Wind Zone";
public static readonly GUIContent WIND_ZONE_INSTRUCTION = new GUIContent("Adding Wind Zone to customize how grass react to wind in this level.");
public static readonly GUIContent CREATE_WIND_ZONE_BTN = new GUIContent("Create Wind Zone");
}
private static void DrawUtilitiesGUI()
{
GEditorCommon.Foldout(GUtilitiesGUI.LABEL, false, GUtilitiesGUI.ID, () =>
{
GEditorCommon.Header(GUtilitiesGUI.WIND_ZONE_HEADER);
EditorGUILayout.LabelField(GUtilitiesGUI.WIND_ZONE_INSTRUCTION);
if (GUILayout.Button(GUtilitiesGUI.CREATE_WIND_ZONE_BTN))
{
GWindZone wind = GWizard.CreateWindZone();
EditorGUIUtility.PingObject(wind.gameObject);
Selection.activeGameObject = wind.gameObject;
}
});
}
}
}
#endif