class in UnityEditor.Experimental.TerrainAPI
/
Hereda de:ScriptableObject
Cambiar al ManualBase class for terrain painting tools.
Derive from this class to implement your own terrain painting tools.
using UnityEngine; using UnityEditor; using UnityEngine.Experimental.TerrainAPI;
namespace UnityEditor.Experimental.TerrainAPI { public class MyPaintHeightTool : TerrainPaintTool<MyPaintHeightTool> { Material m_Material = null; Material GetPaintMaterial() { if (m_Material == null) m_Material = new Material(Shader.Find("Hidden/Terrain/PaintHeight")); return m_Material; }
public override string GetName() { return "My Paint Height Tool"; }
public override string GetDesc() { return "Left click to raise.\n\nHold shift and left click to lower."; }
public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext) { TerrainPaintUtilityEditor.ShowDefaultPreviewBrush(terrain, editContext.brushTexture, editContext.brushSize); }
public override bool OnPaint(Terrain terrain, IOnPaint editContext) { Material mat = TerrainPaintUtility.GetBuiltinPaintMaterial();
float rotationDegrees = 0.0f; BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, editContext.uv, editContext.brushSize, rotationDegrees); PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds());
// apply brush Vector4 brushParams = new Vector4(editContext.brushStrength * 0.01f, 0.0f, 0.0f, 0.0f); mat.SetTexture("_BrushTex", editContext.brushTexture); mat.SetVector("_BrushParams", brushParams); TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, (int)TerrainPaintUtility.BuiltinPaintMaterialPasses.RaiseLowerHeight);
TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - MyPaintHeightTool"); return false; } } }
GetDesc | Retrieves the description of the custom terrain tool. |
GetName | Retrieves the name of the custom terrain tool. |
OnDisable | Called when the tool is destroyed. |
OnEnable | Called when the tool is created. |
OnEnterToolMode | Called when the tool is activated. |
OnExitToolMode | Called when the tool becomes inactive. |
OnInspectorGUI | Custom terrain tool OnInspectorGUI callback. |
OnPaint | Custom terrain tool paint callback. |
OnSceneGUI | Custom terrain tool OnSceneGUI callback. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
CreateInstance | Crea una instancia de un objeto scriptable. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |