Firstborn/Assets/ProbeGridAndCut/Editor/ProbeGridAndCutEditor.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

226 lines
11 KiB
C#

using UnityEngine;
using UnityEditor;
namespace ProbeGridAndCut
{
[CustomEditor(typeof(ProbeGridAndCut))]
public class ProbeGridAndCutEditor : Editor
{
ProbeGridAndCut Grid;
// Variables from Monobehavior class
SerializedProperty probesInX;
SerializedProperty probesInY;
SerializedProperty probesInZ;
SerializedProperty onlyStatic;
SerializedProperty somethingChanged;
SerializedProperty rayTestSizeInsideObject;
SerializedProperty rayTestSizeFarObject;
SerializedProperty BoundaryTags;
SerializedProperty probeCount;
// Temp Variables
string text;
float probesPlanned;
float allProbeCount = 0f;
// Keep this folded
bool showDanger = false;
void OnEnable()
{
Grid = (ProbeGridAndCut)target;
probesInX = serializedObject.FindProperty("probesInX");
probesInY = serializedObject.FindProperty("probesInY");
probesInZ = serializedObject.FindProperty("probesInZ");
onlyStatic = serializedObject.FindProperty("onlyStatic");
somethingChanged = serializedObject.FindProperty("somethingChanged");
rayTestSizeInsideObject = serializedObject.FindProperty("rayTestSizeInsideObject");
rayTestSizeFarObject = serializedObject.FindProperty("rayTestSizeFarObject");
BoundaryTags = serializedObject.FindProperty("BoundaryTags");
probeCount = serializedObject.FindProperty("probeCount");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
Grid = (ProbeGridAndCut)target;
// ========================================Create Light Probe Grid Section========================================
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Number of Light Probes on each axis", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(probesInX, new GUIContent("Probes in X", "Minimum is 2"));
EditorGUILayout.PropertyField(probesInY, new GUIContent("Probes in Y", "Minimum is 2"));
EditorGUILayout.PropertyField(probesInZ, new GUIContent("Probes in Z", "Minimum is 2"));
// Fool proof (I always do that...)
if (probesInX.intValue < 2) probesInX.intValue = 2;
if (probesInY.intValue < 2) probesInY.intValue = 2;
if (probesInZ.intValue < 2) probesInZ.intValue = 2;
// Counting number of probes planned and displaying planned/Current number of probes
probesPlanned = Grid.probesInX * Grid.probesInY * Grid.probesInZ;
text = "Probes Planned/Current: " + probesPlanned + " / " + probeCount.intValue.ToString();
EditorGUILayout.LabelField(text);
// Display as warning if number is too big
if (probesPlanned > 10000 && probesPlanned <= 100000) EditorGUILayout.HelpBox("WARNING: More than 10,000 probes can cause slowdowns", MessageType.Warning);
if (probesPlanned > 100000) EditorGUILayout.HelpBox("DANGER: ProbeGridAndCut is not designed to handle more than 100,000 probes ", MessageType.Error);
if (GUILayout.Button("Generate Light Probes Grid"))
{
//Display a message if number of probes is too high
if (probesPlanned > 100000)
{
if (!EditorUtility.DisplayDialog("Warning", "These values will lead to more than 100,000 probes.\n\nIt's recommended to save before.\n\nAre you sure you want generate this amount of Light Probes?", "Yes", "No"))
return;
}
Grid.Generate();
Grid.UpdateProbes();
somethingChanged.boolValue = !somethingChanged.boolValue;
}
//========================================Only cut on Static Objects Section========================================
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Check if you want to make cuts only on static objects", EditorStyles.boldLabel);
onlyStatic.boolValue = EditorGUILayout.Toggle(new GUIContent("Static Objects Only?"), onlyStatic.boolValue);
//========================================Cut Probes on Tagged Boundaries Section========================================
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Cut probes outside tagged boundaries", EditorStyles.boldLabel);
for (int i = 0; i < BoundaryTags.arraySize; i++)
{
var tag = BoundaryTags.GetArrayElementAtIndex(i);
tag.stringValue = EditorGUILayout.TagField("Tag " + i, tag.stringValue);
}
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Add Tag"))
{
BoundaryTags.InsertArrayElementAtIndex(BoundaryTags.arraySize);
}
if (GUILayout.Button("Remove Tag"))
{
int size = BoundaryTags.arraySize - 1;
if (size > 0) BoundaryTags.DeleteArrayElementAtIndex(size);
}
EditorGUILayout.EndHorizontal();
if (GUILayout.Button(new GUIContent("Cut Probes Outside Tagged Boundaries", "Test from the group center to each probe. The probe is removed if found any object tag.")))
{
Grid.CutTaggedObjects();
Grid.UpdateProbes();
somethingChanged.boolValue = !somethingChanged.boolValue;
}
//========================================Cut Probes on Objects Section========================================
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Cut Probes by testing objects around", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(rayTestSizeInsideObject, new GUIContent("Object Size", "Make more than the size of objects"));
if (rayTestSizeInsideObject.floatValue < 0) rayTestSizeInsideObject.floatValue = 0;
if (GUILayout.Button(new GUIContent("Cut Inside Objects", "Cut if all yellow lines pass through the same object")))
{
Grid.CutInsideObjects();
Grid.UpdateProbes();
somethingChanged.boolValue = !somethingChanged.boolValue;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Separator();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(rayTestSizeFarObject, new GUIContent("Distance from objects", "Make more than distance between two probes"));
if (rayTestSizeFarObject.floatValue < 0) rayTestSizeFarObject.floatValue = 0;
if (GUILayout.Button(new GUIContent("Cut Far From Objects", "Don't cut if one yellow line pass through an object")))
{
Grid.CutFarFromObject();
Grid.UpdateProbes();
somethingChanged.boolValue = !somethingChanged.boolValue;
}
EditorGUILayout.EndHorizontal();
//========================================Make Everything Section========================================
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Generate, cut bondaries, cut inside and outside", EditorStyles.boldLabel);
if (GUILayout.Button("Make Everything"))
{
//Display a message if number of probes is too high
if (probesPlanned > 100000)
{
if (!EditorUtility.DisplayDialog("Warning", "These values will lead to more than 100,000 probes.\n\nIt's recommended to save before.\n\nAre you sure you want generate this amount of Light Probes?", "Yes", "No"))
return;
}
Grid.Generate();
Grid.CutTaggedObjects();
Grid.CutInsideObjects();
Grid.CutFarFromObject();
Grid.UpdateProbes();
somethingChanged.boolValue = !somethingChanged.boolValue;
}
//========================================Make Everything for Evety ProbeGridAndCut Section========================================
EditorGUILayout.Separator();
showDanger = EditorGUILayout.Toggle("Show Dangerous Button", showDanger);
if (showDanger)
{
EditorGUILayout.LabelField("Make Everthing for Every ProbeGridAndCut in the Scene", EditorStyles.boldLabel);
if (GUILayout.Button("Make Everything for Everyone"))
{
allProbeCount = 0;
ProbeGridAndCut[] foundInstances = Object.FindObjectsOfType<ProbeGridAndCut>();
for (int i = 0; i < foundInstances.Length; i++)
{
foundInstances[i].Generate();
foundInstances[i].CutTaggedObjects();
foundInstances[i].CutInsideObjects();
foundInstances[i].CutFarFromObject();
foundInstances[i].UpdateProbes();
allProbeCount += foundInstances[i].probeCount;
}
somethingChanged.boolValue = !somethingChanged.boolValue;
}
text = "All Probes Generated: " + allProbeCount.ToString();
EditorGUILayout.LabelField(text);
}
//Save probe count
probeCount.intValue = Grid.probeCount;
// Apply all settings for serialized objects
serializedObject.ApplyModifiedProperties();
}
[MenuItem("GameObject/Light/Probe Grid And Cut", false, 10)]
static void CreateCustomGameObject(MenuCommand menuCommand)
{
// Search the prefab asset path
string[] search = AssetDatabase.FindAssets("t:prefab ProbeGridAndCut");
string path = AssetDatabase.GUIDToAssetPath(search[0]);
// Instantiate prefab from path
Object prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject));
GameObject instance = (GameObject)Object.Instantiate(prefab);
// Count number of instances in scene
instance.name = instance.name.Replace("(Clone)", "");
int count = Object.FindObjectsOfType<ProbeGridAndCut>().Length - 1;
if (count > 0) instance.name = instance.name + " (" + count + ")";
// Ensure it gets reparented if this was a context click (otherwise does nothing)
GameObjectUtility.SetParentAndAlign(instance, menuCommand.context as GameObject);
// Register the creation in the undo system
Undo.RegisterCreatedObjectUndo(instance, "Create " + instance.name);
// Activate and set to rename
Selection.activeObject = instance;
}
}
}