Terrain Tool Start

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Lennart R. 2025-09-02 15:42:46 +02:00
parent ef47cb19b0
commit df1a14eb84
30 changed files with 1194 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrasField2 : MonoBehaviour
{
Texture2D GrasFieldTexture;
// Start is called before the first frame update
void OnEnable()
{
GrasFieldTexture = new Texture2D(16, 16, TextureFormat.Alpha8, false);
}
void PaintOnGrasField(Vector2 pos)
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class GrasFieldManager : MonoBehaviour
{
public List<GrasJob> alleJobs = new List<GrasJob>();
public GrasJob currentJob;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void GetAllJobs()
{
alleJobs.Clear();
for(int i=0; i < transform.childCount; i++)
{
alleJobs.Add(transform.GetChild(i).GetComponent<GrasJob>());
}
}
public void BrushGras(Terrain terrain, GrassortenScriptableObject grassorte, Vector2 pos, float radius, bool shift)
{
if(currentJob == null)
{
GetAllJobs();
if(alleJobs.Count > 0)
currentJob = alleJobs[0];
}
if (currentJob == null) return;
Debug.Log(pos);
}
public void ClearChunks()
{
while (transform.childCount > 0)
{
DestroyImmediate(transform.GetChild(0).gameObject);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.PackageManager.UI;
[CreateAssetMenu(fileName = "GrassSorte", menuName = "Grassystem/Grassorte", order = 1)]
public class GrassortenScriptableObject : ScriptableObject
{
public string sortenName;
public Material material;
private void Awake()
{
GeneratePreviewMesh();
}
public static Mesh GeneratePreviewMesh()
{
List<Vector3> verts = new List<Vector3>();
List<int> indes = new List<int>();
List<Vector4> tipPosAndLODVanish = new List<Vector4>();
Mesh mesh = new Mesh();
for(int i=0; i < 100; i++)
{
Vector3 vertexPos = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f));
verts.Add(vertexPos);
indes.Add(i);
tipPosAndLODVanish.Add(new Vector4(Random.Range(-1f, 1f), 1f, Random.Range(-1f, 1f), 0));
}
mesh.SetVertices(verts);
mesh.SetUVs(0, tipPosAndLODVanish);
mesh.SetIndices(indes.ToArray(), MeshTopology.Points, 0);
mesh.name = "Tubnailmesh";
return mesh;
}
}
[CustomEditor(typeof(GrassortenScriptableObject))]
public class GrassortenScriptableObjectEditor : Editor
{
public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)
{
PreviewRenderUtility previewUtility;
GrassortenScriptableObject grassorte = (GrassortenScriptableObject)target;
Mesh mesh = GrassortenScriptableObject.GeneratePreviewMesh();
previewUtility = new PreviewRenderUtility();
previewUtility.DrawMesh(mesh, Matrix4x4.identity, grassorte.material, 0);
// Camera Settings
previewUtility.camera.transform.position = new Vector3(0f, 1f, -3f);
previewUtility.camera.transform.eulerAngles = new Vector3(12f, 0f, 0f);
previewUtility.camera.nearClipPlane = 0.01f;
previewUtility.camera.farClipPlane = 20f;
Rect rect = new Rect(0, 0, width, height);
previewUtility.BeginStaticPreview(rect);
previewUtility.Render();
var returnTexture = previewUtility.EndStaticPreview();
previewUtility.Cleanup();
DestroyImmediate(mesh);
return returnTexture;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GrasJob : MonoBehaviour
{
public string jobName = "temp";
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.TerrainTools;
using static Unity.VisualScripting.Member;
namespace UnityEditor.TerrainTools
{
#if UNITY_EDITOR
public class MyTerrainToolTest : TerrainPaintTool<MyTerrainToolTest>
{
public GrasField2 grassField;
public GrasFieldManager grasFieldManager;
//Grassorten
bool grassortenSichtbar = false;
public List<GrassortenScriptableObject> grassorten;
public GrassortenScriptableObject aktuelleGrassorte;
public int aktuelleGrassorteInt = 0;
public bool isInChunckSelectorMode = false;
override public void OnEnable()
{
AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
}
override public void OnDisable()
{
AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload;
AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload;
}
public override string GetName()
{
return "Grass Paint Tool";
}
public override string GetDescription()
{
return "Left click to raise.\n\nHold shift and left click to lower.";
}
public override void OnRenderBrushPreview(Terrain terrain, IOnSceneGUI editContext)
{
//if (isInChunckSelectorMode) return;
TerrainPaintUtilityEditor.ShowDefaultPreviewBrush(terrain, editContext.brushTexture, editContext.brushSize);
}
public override bool OnPaint(Terrain terrain, IOnPaint editContext)
{
Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial();
if (grasFieldManager == null)
return false;
//Normalen Paint Context callen, weil sonst der brush in die Textur gezeichnet wird
float rotationDegrees = 0.0f;
BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, rotationDegrees);
PaintContext paintContext = TerrainPaintUtility.BeginPaintTexture(terrain, brushXform.GetBrushXYBounds(), terrain.terrainData.terrainLayers[0]);
grasFieldManager.BrushGras(terrain, aktuelleGrassorte, editContext.uv, editContext.brushSize, Event.current.shift);
//grassField.brushGrass(Event.current.shift, editContext.uv * new Vector2(terrain.terrainData.size.x, terrain.terrainData.size.z), editContext.brushSize);
//Der Context wird immer released, weil wir in der anderen Funtion das malen übernemen
TerrainPaintUtility.ReleaseContextResources(paintContext);
return false;
}
public void OnBeforeAssemblyReload()
{
//if(grassField != null) grassField.SaveChuncks();
}
public void OnAfterAssemblyReload()
{
}
public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext)
{
base.OnSceneGUI(terrain, editContext);
if (Event.current.type == EventType.MouseUp && Event.current.button == 0 && grassField != null)
{
//grassField.ClearActiveChuncks();
//grassField.UpdateChuncks();
//grassField.SaveChuncks();
}
}
public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
{
base.OnInspectorGUI(terrain, editContext);
editContext.ShowBrushesGUI(1, BrushGUIEditFlags.All);
if (grasFieldManager == null)
{
GameObject grasManagerObject = GameObject.Find("GrasManagment");
if (grasManagerObject == null)
{
Debug.LogError("Kein GrasMangager Gefunden");
GameObject grasMangerPrefab = (GameObject)Resources.Load("GrasManagment");
grasManagerObject = Instantiate(grasMangerPrefab);
grasManagerObject.name = "GrasManagment";
Debug.Log("Neuer Gras Manager Gespawned");
}
grasFieldManager = grasManagerObject.GetComponent<GrasFieldManager>();
}
GrassortenAuswahlZeichnen();
if (GUILayout.Button("UpdateGras"))
{
AssetDatabase.Refresh();
if (grassField != null)
{
//grassField.UpdateAllMeshes();
}
}
if (GUILayout.Button("Clear Grass Chuncks"))
{
AssetDatabase.Refresh();
if(grasFieldManager != null)
{
grasFieldManager.ClearChunks();
}
}
}
private void GrassortenAuswahlZeichnen()
{
bool warenDieSortenSichtbar = grassortenSichtbar;
grassortenSichtbar = EditorGUILayout.BeginFoldoutHeaderGroup(grassortenSichtbar, "Grassorten");
if (warenDieSortenSichtbar == false && grassortenSichtbar == true)
{
if (grassorten == null) grassorten = new List<GrassortenScriptableObject>();
grassorten.Clear();
var allAssets = AssetDatabase.FindAssets($"t:{typeof(GrassortenScriptableObject).Name}").ToList().Select(AssetDatabase.GUIDToAssetPath);
foreach (var asset in allAssets)
{
grassorten.Add(AssetDatabase.LoadAssetAtPath<GrassortenScriptableObject>(asset));
}
}
if (grassortenSichtbar)
{
var grassortenNamen = new List<string>();
var grassTubnails = new List<Texture2D>();
foreach (var sorte in grassorten)
{
grassortenNamen.Add(sorte.name);
grassTubnails.Add(AssetPreview.GetAssetPreview(sorte));
}
int alteSorte = aktuelleGrassorteInt;
aktuelleGrassorteInt = GUILayout.SelectionGrid(aktuelleGrassorteInt, grassTubnails.ToArray(), 4);
if (aktuelleGrassorteInt != alteSorte)
aktuelleGrassorte = grassorten[aktuelleGrassorteInt];
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
}
#endif
}

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