614 lines
20 KiB
C#
614 lines
20 KiB
C#
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using System.Collections.Generic;
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using System.Linq;
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using AwesomeTechnologies.Utility;
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using AwesomeTechnologies.VegetationStudio;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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#if UNITY_POST_PROCESSING_STACK_V2
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using UnityEngine.Rendering.PostProcessing;
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#endif
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namespace AwesomeTechnologies.VegetationSystem.Biomes
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{
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[System.Serializable]
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public class Node
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{
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public bool Selected;
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public Vector3 Position;
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public bool OverrideWidth;
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public float CustomWidth = 2f;
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public bool Active = true;
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public bool DisableEdge;
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}
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[ExecuteInEditMode]
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public class BiomeMaskArea : MonoBehaviour
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{
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public List<Node> Nodes = new List<Node>();
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public bool ClosedArea = true;
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public bool ShowArea = true;
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public bool ShowHandles = true;
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public string MaskName = "";
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private bool _needInit;
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public string Id;
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public BiomeType BiomeType;
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public LayerMask GroundLayerMask;
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public AnimationCurve BlendCurve = new AnimationCurve();
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public AnimationCurve InverseBlendCurve = new AnimationCurve();
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public AnimationCurve TextureBlendCurve = new AnimationCurve();
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public float BlendDistance = 5f;
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public float NoiseScale = 20;
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public bool UseNoise = true;
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private PolygonBiomeMask _currentMaskArea;
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private Vector3 _lastPosition;
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private Quaternion _lastRotation;
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private Vector3 _lastLossyScale;
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public void UpdateBiomeMask()
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{
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if (!enabled || !gameObject.activeSelf) return;
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List<Vector3> worldSpaceNodeList = GetWorldSpaceNodePositions();
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List<bool> disableEdgeList = GetDisableEdgeList();
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PolygonBiomeMask maskArea = new PolygonBiomeMask {BiomeType = BiomeType, BlendDistance = BlendDistance, UseNoise = UseNoise, NoiseScale = NoiseScale};
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maskArea.AddPolygon(worldSpaceNodeList,disableEdgeList);
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if (!ValidateAnimationCurve(BlendCurve))
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{
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BlendCurve = CreateResetAnimationCurve();
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}
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if (!ValidateAnimationCurve(InverseBlendCurve))
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{
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InverseBlendCurve = CreateResetAnimationCurve();
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}
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if (!ValidateAnimationCurve(TextureBlendCurve))
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{
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TextureBlendCurve = CreateResetAnimationCurve();
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}
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maskArea.SetCurve(BlendCurve.GenerateCurveArray(4096));
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maskArea.SetInverseCurve(InverseBlendCurve.GenerateCurveArray(4096));
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maskArea.SetTextureCurve(TextureBlendCurve.GenerateCurveArray(4096));
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if (_currentMaskArea != null)
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{
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VegetationStudioManager.RemoveBiomeMask(_currentMaskArea);
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_currentMaskArea = null;
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}
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_currentMaskArea = maskArea;
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VegetationStudioManager.AddBiomeMask(maskArea);
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RefreshPostProcessVolume();
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}
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public bool ValidateAnimationCurve(AnimationCurve curve)
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{
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float sample = curve.Evaluate(0.5f);
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if (float.IsNaN(sample))
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{
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#if UNITY_EDITOR
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EditorUtility.DisplayDialog("Curve error",
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"There is a problem with one of the biome curves. It will be reset", "OK");
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#endif
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return false;
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}
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return true;
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}
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AnimationCurve CreateResetAnimationCurve()
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{
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AnimationCurve curve = new AnimationCurve();
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curve.AddKey(0, 0.5f);
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curve.AddKey(1, 0.5f);
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return curve;
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}
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private List<bool> GetDisableEdgeList()
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{
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List<bool> disableEdgeList = new List<bool>();
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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disableEdgeList.Add(Nodes[i].DisableEdge);
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}
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return disableEdgeList;
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}
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// ReSharper disable once UnusedMember.Local
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void Start()
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{
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_lastPosition = transform.position;
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_lastRotation = transform.rotation;
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_lastLossyScale = transform.lossyScale;
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if (Nodes.Count == 0)
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{
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CreateDefaultNodes();
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}
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}
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// ReSharper disable once UnusedMember.Local
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void OnDisable()
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{
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if (_currentMaskArea != null)
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{
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VegetationStudioManager.RemoveBiomeMask(_currentMaskArea);
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_currentMaskArea = null;
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}
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}
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// ReSharper disable once UnusedMember.Local
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void Update()
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{
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if (!Application.isPlaying || _needInit)
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{
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if (_lastPosition != transform.position || _lastRotation != transform.rotation || _needInit || _lastLossyScale != transform.lossyScale)
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{
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PositionNodes();
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_lastPosition = transform.position;
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_lastRotation = transform.rotation;
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_lastLossyScale = transform.lossyScale;
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_needInit = false;
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}
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}
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}
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public virtual void Reset()
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{
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if (Id == "") Id = System.Guid.NewGuid().ToString();
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ClearNodes();
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CreateDefaultNodes();
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BlendCurve.AddKey(0, 0);
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BlendCurve.AddKey(1, 1);
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InverseBlendCurve.AddKey(0, 1);
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InverseBlendCurve.AddKey(1, 0);
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TextureBlendCurve.AddKey(0, 0);
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TextureBlendCurve.AddKey(1, 1);
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}
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public void ClearNodes()
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{
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Nodes.Clear();
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}
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void CreateDefaultNodes()
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{
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Bounds tempBounds = new Bounds(new Vector3(0, 0, 0), new Vector3(6f, 1f, 6f));
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ClearNodes();
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for (int i = 0; i <= 3; i++)
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{
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Node node = new Node();
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switch (i)
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{
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case 0:
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node.Position = new Vector3(tempBounds.extents.x, tempBounds.extents.y, tempBounds.extents.z);
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break;
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case 1:
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node.Position = new Vector3(-tempBounds.extents.x, tempBounds.extents.y, tempBounds.extents.z);
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break;
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case 2:
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node.Position = new Vector3(-tempBounds.extents.x, tempBounds.extents.y, -tempBounds.extents.z);
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break;
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case 3:
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node.Position = new Vector3(tempBounds.extents.x, tempBounds.extents.y, -tempBounds.extents.z);
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break;
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}
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Nodes.Add(node);
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}
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PositionNodes();
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}
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public void DeleteNode(Node node)
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{
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Nodes.Remove(node);
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}
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public void AddNodesToEnd(Vector3[] worldPositions)
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{
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for (int i = 0; i <= worldPositions.Length - 1; i++)
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{
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AddNodeToEnd(worldPositions[i]);
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}
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}
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public void AddNodesToEnd(Vector3[] worldPositions, bool[] disableEdges)
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{
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for (int i = 0; i <= worldPositions.Length - 1; i++)
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{
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AddNodeToEnd(worldPositions[i],disableEdges[i]);
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}
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}
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public void AddNodesToEnd(Vector3[] worldPositions, float[] customWidth, bool[] active)
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{
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for (int i = 0; i <= worldPositions.Length - 1; i++)
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{
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AddNodeToEnd(worldPositions[i], customWidth[i], active[i]);
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}
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}
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public void AddNodesToEnd(Vector3[] worldPositions, float[] customWidth, bool[] active, bool[] disableEdges)
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{
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for (int i = 0; i <= worldPositions.Length - 1; i++)
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{
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AddNodeToEnd(worldPositions[i], customWidth[i], active[i],disableEdges[i]);
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}
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}
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public void AddNodeToEnd(Vector3 worldPosition)
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{
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Node node = new Node { Position = transform.InverseTransformPoint(worldPosition) };
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Nodes.Add(node);
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}
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public void AddNodeToEnd(Vector3 worldPosition, bool disableEdge)
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{
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Node node = new Node
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{
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Position = transform.InverseTransformPoint(worldPosition),
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DisableEdge = disableEdge
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};
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Nodes.Add(node);
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}
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public void AddNodeToEnd(Vector3 worldPosition, float customWidth, bool active)
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{
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Node node = new Node
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{
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Position = transform.InverseTransformPoint(worldPosition),
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CustomWidth = customWidth,
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OverrideWidth = true,
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Active = active
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};
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Nodes.Add(node);
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}
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public void AddNodeToEnd(Vector3 worldPosition, float customWidth, bool active, bool disableEdge)
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{
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Node node = new Node
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{
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Position = transform.InverseTransformPoint(worldPosition),
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CustomWidth = customWidth,
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OverrideWidth = true,
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Active = active,
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DisableEdge = disableEdge
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};
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Nodes.Add(node);
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}
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// ReSharper disable once UnusedMember.Local
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void OnEnable()
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{
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if (Id == "") Id = System.Guid.NewGuid().ToString();
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_needInit = true;
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}
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public void PositionNodes()
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{
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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Ray ray = new Ray(transform.TransformPoint(Nodes[i].Position) + new Vector3(0, 2000f, 0), Vector3.down);
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var hits = Physics.RaycastAll(ray).OrderBy(h => h.distance).ToArray();
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for (int j = 0; j <= hits.Length - 1; j++)
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{
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if (hits[j].collider is TerrainCollider || GroundLayerMask.Contains(hits[j].collider.gameObject.layer))
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{
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Nodes[i].Position = transform.InverseTransformPoint(hits[j].point);
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break;
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}
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}
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}
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UpdateBiomeMask();
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}
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public void AddNode(Vector3 worldPosition)
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{
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if (Nodes.Count == 0)
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{
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AddNodeToEnd(worldPosition);
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return;
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}
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Node closestNode = FindClosestNode(worldPosition);
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Node nextNode = GetNextNode(closestNode);
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Node previousNode = GetPreviousNode(closestNode);
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LineSegment3D nextSegment = new LineSegment3D(transform.TransformPoint(closestNode.Position), transform.TransformPoint(nextNode.Position));
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LineSegment3D previousSegment = new LineSegment3D(transform.TransformPoint(closestNode.Position), transform.TransformPoint(previousNode.Position));
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float nextSegmentDistance = nextSegment.DistanceTo(worldPosition);
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float previousSegmentDistance = previousSegment.DistanceTo(worldPosition);
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Node node = new Node { Position = transform.InverseTransformPoint(worldPosition) };
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int currentNodeIndex = GetNodeIndex(closestNode);
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if (nextSegmentDistance < previousSegmentDistance)
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{
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if (currentNodeIndex == Nodes.Count - 1)
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{
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Nodes.Add(node);
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}
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else
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{
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Nodes.Insert(currentNodeIndex + 1, node);
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}
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}
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else
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{
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Nodes.Insert(currentNodeIndex, node);
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}
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}
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public int GetNodeIndex(Node node)
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{
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int nodeIndex = 0;
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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if (Nodes[i] == node)
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{
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nodeIndex = i;
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break;
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}
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}
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return nodeIndex;
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}
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public List<Vector3> GetWorldSpaceNodePositions()
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{
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List<Vector3> worldSpaceNodeList = new List<Vector3>();
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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worldSpaceNodeList.Add(transform.TransformPoint(Nodes[i].Position));
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}
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return worldSpaceNodeList;
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}
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public Node GetNextNode(Node node)
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{
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int nodeIndex = 0;
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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if (Nodes[i] == node)
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{
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nodeIndex = i;
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break;
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}
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}
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if (nodeIndex == Nodes.Count - 1)
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{
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return Nodes[0];
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}
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else
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{
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return Nodes[nodeIndex + 1];
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}
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}
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public Node GetPreviousNode(Node node)
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{
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int nodeIndex = 0;
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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if (Nodes[i] == node)
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{
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nodeIndex = i;
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break;
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}
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}
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if (nodeIndex == 0)
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{
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return Nodes[Nodes.Count - 1];
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}
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else
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{
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return Nodes[nodeIndex - 1];
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}
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}
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public Node FindClosestNode(Vector3 worldPosition)
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{
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Node returnNode = null;
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float smallestDistance = float.MaxValue;
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for (int i = 0; i <= Nodes.Count - 1; i++)
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{
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float distance = Vector3.Distance(worldPosition, transform.TransformPoint(Nodes[i].Position));
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if (distance < smallestDistance)
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{
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smallestDistance = distance;
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returnNode = Nodes[i];
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}
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}
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return returnNode;
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}
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void DrawGizmos()
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{
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#if UNITY_EDITOR
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if (MaskName != "")
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{
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GUIStyle stLabel = new GUIStyle(EditorStyles.whiteLabel);
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Handles.Label(GetMaskCenter(), MaskName + "(" + BiomeType + ")", stLabel);
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}
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else
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{
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GUIStyle stLabel = new GUIStyle(EditorStyles.whiteLabel);
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|||
|
Handles.Label(GetMaskCenter(), BiomeType.ToString(), stLabel);
|
|||
|
}
|
|||
|
#endif
|
|||
|
if (ShowArea)
|
|||
|
{
|
|||
|
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
Gizmos.color = new Color(1f, 1f, 0, 1f);
|
|||
|
Camera sceneviewCamera = SceneViewDetector.GetCurrentSceneViewCamera();
|
|||
|
if (!sceneviewCamera) return;
|
|||
|
|
|||
|
for (int i = 0; i <= Nodes.Count - 1; i++)
|
|||
|
{
|
|||
|
var distance = Vector3.Distance(sceneviewCamera.transform.position, transform.TransformPoint(Nodes[i].Position));
|
|||
|
|
|||
|
if (distance < 200)
|
|||
|
{
|
|||
|
Gizmos.color = !Nodes[i].DisableEdge ? new Color(0f, 1f, 0f, 0.9f) : new Color(1f, 0f, 0f, 0.9f);
|
|||
|
|
|||
|
if (Nodes[i].Selected) Gizmos.color = new Color(1f, 1f, 1f, 1f);
|
|||
|
|
|||
|
Gizmos.DrawSphere(transform.TransformPoint(Nodes[i].Position), 0.02f * distance);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Gizmos.color = new Color(1f, 1f, 1f, 1f);
|
|||
|
|
|||
|
if (Nodes.Count > 1)
|
|||
|
{
|
|||
|
for (int i = 0; i <= Nodes.Count - 1; i++)
|
|||
|
{
|
|||
|
if (i == Nodes.Count - 1)
|
|||
|
{
|
|||
|
if (ClosedArea)
|
|||
|
{
|
|||
|
Gizmos.DrawLine(transform.TransformPoint(Nodes[0].Position), transform.TransformPoint(Nodes[i].Position));
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Gizmos.DrawLine(transform.TransformPoint(Nodes[i].Position), transform.TransformPoint(Nodes[i + 1].Position));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public virtual void OnDrawGizmosSelected()
|
|||
|
{
|
|||
|
if (!VegetationStudioManager.ShowBiomes) DrawGizmos();
|
|||
|
}
|
|||
|
|
|||
|
public virtual void OnDrawGizmos()
|
|||
|
{
|
|||
|
if (VegetationStudioManager.ShowBiomes) DrawGizmos();
|
|||
|
}
|
|||
|
|
|||
|
Vector3 GetMaskCenter()
|
|||
|
{
|
|||
|
List<Vector3> worldPositions = GetWorldSpaceNodePositions();
|
|||
|
return (GetMeanVector(worldPositions.ToArray()));
|
|||
|
}
|
|||
|
|
|||
|
private Vector3 GetMeanVector(Vector3[] positions)
|
|||
|
{
|
|||
|
if (positions.Length == 0)
|
|||
|
return Vector3.zero;
|
|||
|
float x = 0f;
|
|||
|
float y = 0f;
|
|||
|
float z = 0f;
|
|||
|
foreach (Vector3 pos in positions)
|
|||
|
{
|
|||
|
x += pos.x;
|
|||
|
y += pos.y;
|
|||
|
z += pos.z;
|
|||
|
}
|
|||
|
return new Vector3(x / positions.Length, y / positions.Length, z / positions.Length);
|
|||
|
}
|
|||
|
|
|||
|
// ReSharper disable once UnusedMember.Local
|
|||
|
|
|||
|
public void RefreshPostProcessVolume()
|
|||
|
{
|
|||
|
#if UNITY_POST_PROCESSING_STACK_V2
|
|||
|
PostProcessProfileInfo postProcessProfileInfo =
|
|||
|
VegetationStudioManager.GetPostProcessProfileInfo(BiomeType);
|
|||
|
RefreshPostProcessVolume(postProcessProfileInfo, VegetationStudioManager.GetPostProcessingLayer());
|
|||
|
#endif
|
|||
|
}
|
|||
|
#if UNITY_POST_PROCESSING_STACK_V2
|
|||
|
public void RefreshPostProcessVolume(PostProcessProfileInfo postProcessProfileInfo, LayerMask postProcessLayer)
|
|||
|
{
|
|||
|
gameObject.layer = postProcessLayer;
|
|||
|
|
|||
|
if (postProcessProfileInfo == null)
|
|||
|
{
|
|||
|
PostProcessVolume postProcessVolume = gameObject.GetComponent<PostProcessVolume>();
|
|||
|
if (postProcessVolume)
|
|||
|
{
|
|||
|
DestroyImmediate(postProcessVolume);
|
|||
|
}
|
|||
|
|
|||
|
MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>();
|
|||
|
if (meshCollider)
|
|||
|
{
|
|||
|
DestroyImmediate(meshCollider);
|
|||
|
}
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
PostProcessVolume postProcessVolume = gameObject.GetComponent<PostProcessVolume>();
|
|||
|
if (!postProcessVolume)
|
|||
|
{
|
|||
|
postProcessVolume = gameObject.AddComponent<PostProcessVolume>();
|
|||
|
}
|
|||
|
|
|||
|
postProcessVolume.blendDistance = postProcessProfileInfo.BlendDistance;
|
|||
|
postProcessVolume.priority = postProcessProfileInfo.Priority;
|
|||
|
postProcessVolume.weight = postProcessProfileInfo.Weight;
|
|||
|
postProcessVolume.profile = postProcessProfileInfo.PostProcessProfile;
|
|||
|
postProcessVolume.enabled = postProcessProfileInfo.Enabled;
|
|||
|
|
|||
|
MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>();
|
|||
|
if (!meshCollider)
|
|||
|
{
|
|||
|
meshCollider = gameObject.AddComponent<MeshCollider>();
|
|||
|
}
|
|||
|
|
|||
|
meshCollider.convex = true;
|
|||
|
meshCollider.enabled = postProcessProfileInfo.Enabled;
|
|||
|
meshCollider.isTrigger = true;
|
|||
|
|
|||
|
Vector3[] polygonPoints = new Vector3[Nodes.Count];
|
|||
|
for (int i = 0; i <= Nodes.Count - 1; i++)
|
|||
|
{
|
|||
|
polygonPoints[i] = Nodes[i].Position;
|
|||
|
}
|
|||
|
meshCollider.sharedMesh = MeshUtils.ExtrudeMeshFromPolygon(polygonPoints, postProcessProfileInfo.VolumeHeight);
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
public static class UnityExtensions
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// Extension method to check if a layer is in a layermask
|
|||
|
/// </summary>
|
|||
|
/// <param name="mask"></param>
|
|||
|
/// <param name="layer"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public static bool Contains(this LayerMask mask, int layer)
|
|||
|
{
|
|||
|
return mask == (mask | (1 << layer));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|