-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathTerrainBoundaryBoxColliderManager.cs
More file actions
170 lines (139 loc) · 6.82 KB
/
TerrainBoundaryBoxColliderManager.cs
File metadata and controls
170 lines (139 loc) · 6.82 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using PixelCrushers.SceneStreamer;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
public class TerrainBoundaryBoxColliderManager : EditorWindow
{
private float terrainSize = 1000f;
private float triggerWidth = 100f;
private List<string> acceptedTags = new List<string>();
[MenuItem("Window/TerrainBoundaryBoxColliderManager")]
public static void ShowWindow()
{
GetWindow<TerrainBoundaryBoxColliderManager>("TerrainBoundaryBoxColliderManager");
}
void OnGUI()
{
GUILayout.Label("This function receives selected terrains and deploys\n a trigger on each terrain's border\n if it has a neighbor.");
GUILayout.Label("1. Select Terrain");
GUILayout.Label("2. Input Terrain size");
GUILayout.Label("3. Input Collider Thickness");
GUILayout.Label("4. Select Tags for trigger");
GUILayout.Label("5. Push the button");
EditorGUILayout.LabelField("Enter Terrain Size:");
terrainSize = EditorGUILayout.FloatField(terrainSize);
EditorGUILayout.LabelField("Enter Collider Thickness");
triggerWidth = EditorGUILayout.FloatField(triggerWidth);
GUILayout.Label("Accepted Tags:");
string[] availableTags = UnityEditorInternal.InternalEditorUtility.tags;
for (int i = 0; i < acceptedTags.Count; i++)
{
int tagIndex = Array.IndexOf(availableTags, acceptedTags[i]);
int newTagIndex = EditorGUILayout.Popup("Tag", tagIndex, availableTags);
acceptedTags[i] = availableTags[newTagIndex];
}
if (GUILayout.Button("Add Tag"))
{
acceptedTags.Add(availableTags[0]);
}
if (GUILayout.Button("Remove Tag"))
{
if (acceptedTags.Count > 0)
{
acceptedTags.RemoveAt(acceptedTags.Count - 1);
}
}
GUILayout.Label("\n");
GUILayout.Label("\n");
if (GUILayout.Button("Connect Terrains") && terrainSize > 0)
{
ConnectSelectedTerrains();
}
}
private void ConnectSelectedTerrains()
{
GameObject[] selectedObjects = Selection.gameObjects;
List<Terrain> terrainlist = new List<Terrain>();
foreach (GameObject go in selectedObjects)
{
Terrain terrain = go.GetComponent<Terrain>();
if (terrain != null)
{
terrainlist.Add(terrain);
}
}
Scene currentScene = SceneManager.GetActiveScene();
foreach (Terrain terrain in terrainlist)
{
Scene newScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
SceneManager.SetActiveScene(newScene);
GameObject sceneRoot = new GameObject(terrain.name);
SceneManager.MoveGameObjectToScene(sceneRoot, newScene);
GameObject copyOfTerrain = Instantiate(terrain.gameObject);
SceneManager.MoveGameObjectToScene(copyOfTerrain, newScene);
float halfTerrainSize = terrainSize * 0.5f;
float halfTriggerWidth = triggerWidth * 0.5f;
Vector3 direction = Vector3.zero;
Terrain neighbor = null;
for (int i = 0; i < 4; ++i)
{
if (i == 0 && terrain.topNeighbor)
{
direction = Vector3.forward;
neighbor = terrain.topNeighbor;
}
else if (i == 1 && terrain.rightNeighbor)
{
direction = Vector3.right;
neighbor = terrain.rightNeighbor;
}
else if (i == 2 && terrain.bottomNeighbor)
{
direction = Vector3.back;
neighbor = terrain.bottomNeighbor;
}
else if (i == 3 && terrain.leftNeighbor)
{
direction = Vector3.left;
neighbor = terrain.leftNeighbor;
}
else
continue;
Vector3 center = terrain.transform.position + Vector3.one * halfTerrainSize;
// Trigger's position at boarder
Vector3 position = new Vector3(center.x + (Math.Abs(direction.x) > 0f ? direction.x * (halfTerrainSize - halfTriggerWidth) : 0f), 0f, center.z + (Math.Abs(direction.z) > 0f ? direction.z * (halfTerrainSize - halfTriggerWidth) : 0f));
GameObject triggerObject = new GameObject("TriggerTo" + neighbor.name);
triggerObject.transform.position = position;
triggerObject.transform.SetParent(sceneRoot.transform);
Vector3 scale;
if (direction == Vector3.right || direction == Vector3.left)
{
scale = new Vector3(triggerWidth, 100000, terrainSize);
}
else // 위 또는 아래
{
scale = new Vector3(terrainSize, 100000, triggerWidth);
}
//triggerObject.transform.localScale = scale;
// BoxCollider 컴포넌트를 추가합니다.
BoxCollider collider = triggerObject.AddComponent<BoxCollider>();
collider.size = scale;
collider.isTrigger = true;
// SceneEdge 스크립트를 추가하고 변수를 설정합니다.
SceneEdge edgeScript = triggerObject.AddComponent<SceneEdge>();
edgeScript.currentSceneRoot = sceneRoot; // 씬 설정
edgeScript.nextSceneName = neighbor.name; // 이웃 터레인 이름 설정
edgeScript.acceptedTags = acceptedTags.ToList();
}
string sceneName = terrain.name;
string scenePath = "Assets/Scenes/" + sceneName + ".unity";
EditorSceneManager.SaveScene(newScene, scenePath);
SceneManager.SetActiveScene(currentScene);
}
}
}