100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
using UnityEngine;
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using System;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace FIMSpace.Generating.Rules.PostEvents
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{
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public class SR_RemoveTerrainDetail : SpawnRuleBase, ISpawnProcedureType
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{
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public override string TitleName() { return "Remove Terrain Details"; }
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public override string Tooltip() { return "Detect Unity Terrain below spawned object and changing terrain detail layer values" + base.Tooltip(); }
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public EProcedureType Type { get { return EProcedureType.Event; } }
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//[Header("Detecting Terrain Object")]
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//public LayerMask GroundRaycastMask = 1 << 0;
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//[Tooltip("Most cases it will be 0,-1,0 so straight down")]
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//public Vector3 RaycastDirection = Vector3.down;
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//[Tooltip("How far collision raycast can go")]
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//public float RaycastLength = 7f;
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//[Tooltip("Casting ray from upper or lower position of the object")]
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//public Vector3 OffsetRaycastOrigin = Vector3.up;
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[Header("Size of the cutted hole")]
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public float Radius = 0f;
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public bool Square = false;
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[Header("What to change in terrain detail layer")]
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public int DetailLayer = 0;
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[Space(5)]
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[Tooltip("You can change terrain detail layer value to zero to erase objects or change it to custom value")]
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public int ChangeDetailValueTo = 0;
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//[Space(6)]
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//[Tooltip("If you don't want to cut terrain hole during edit mode")]
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//public bool ExecuteOnlyInPlaymode = true;
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#region There you can do custom modifications for inspector view
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#if UNITY_EDITOR
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public override void NodeBody(SerializedObject so)
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{
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EditorGUILayout.HelpBox("Beware, you will be most likely NOT ABLE to UNDO modified terrain holes! You will need to restore them manually if you need to.", MessageType.None);
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base.NodeBody(so);
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}
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#endif
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#endregion
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public override void CellInfluence(FieldSetup preset, FieldModification mod, FieldCell cell, ref SpawnData spawn, FGenGraph<FieldCell, FGenPoint> grid, Vector3? restrictDirection = null)
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{
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base.CellInfluence(preset, mod, cell, ref spawn, grid);
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Action<GameObject> flattenTerrain =
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(o) =>
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{
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DetectTerrainAndRemoveDatas(o, SR_RemoveTerrainTrees.GetTerrainIn(o.transform.position), Radius, Square, DetailLayer, ChangeDetailValueTo);
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};
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spawn.OnGeneratedEvents.Add(flattenTerrain);
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}
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public static int[,] DetectTerrainAndRemoveDatas(GameObject o, Terrain terr, float size, bool square, int detailLayer, int newValue)
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{
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int[,] details = null;
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if (terr)
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{
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Vector3 terrLocalPos = SR_CutTerrainHole.WorldPosToTerrainNormalizedPos(o.transform.position, terr);
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int tScale = terr.terrainData.detailResolution;
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int posXInTerrain = (int)(terrLocalPos.x * tScale);
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int posYInTerrain = (int)(terrLocalPos.z * tScale);
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details = terr.terrainData.GetDetailLayer(0, 0, tScale, tScale, detailLayer);
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int[,] newHoles = terr.terrainData.GetDetailLayer(0, 0, tScale, tScale, detailLayer);
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int radiusInSamples = Mathf.CeilToInt((size * tScale) / terr.terrainData.size.x);
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for (int x = -radiusInSamples; x <= radiusInSamples; x++)
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for (int z = -radiusInSamples; z <= radiusInSamples; z++)
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{
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int tZ = posXInTerrain + x;
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int tX = posYInTerrain + z;
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if (tX < 0 || tZ < 0 || tX >= newHoles.GetLength(0) || tZ >= newHoles.GetLength(1)) continue;
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if (!square) if (Vector2.Distance(Vector2.zero, new Vector2(x, z)) > radiusInSamples) continue;
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newHoles[tX, tZ] = newValue;
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}
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terr.terrainData.SetDetailLayer(0, 0, detailLayer, newHoles);
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}
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return details;
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}
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}
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} |