using UnityEngine; using UnityEditor; [CustomEditor(typeof(TerrainCreator))] public class TerrainCreatorEditor : Editor { int generatedTreeCount = 0; public override void OnInspectorGUI() { serializedObject.Update(); bool isChanged = DrawDefaultInspector(); TerrainCreator creator = (TerrainCreator)target; if (isChanged && creator.autoUpdate) { bool hasTerrain = creator.transform.Find("TerrainMesh") != null; bool hasForest = false; for (int i = 0; i < creator.transform.childCount; i++) { if (creator.transform.GetChild(i).name.StartsWith("Tree_")) { hasForest = true; break; } } if (hasTerrain) { ClearTerrain(creator); GenerateTerrainMesh(creator); } if (hasForest && creator.preset != null && creator.branchPrefab != null) { ClearForest(creator); GenerateForest(creator); } } EditorGUILayout.Space(10); EditorGUILayout.LabelField("Terrain & Forest Generation", EditorStyles.boldLabel); int count = ComputeTreeCount(creator); EditorGUILayout.HelpBox($"Will place {count} trees on terrain", MessageType.None); if (creator.preset == null || creator.branchPrefab == null) { EditorGUILayout.HelpBox("TreeRandomPreset과 Branch 프리팹을 할당해야 숲을 생성할 수 있습니다.", MessageType.Warning); } if (GUILayout.Button("Generate Terrain", GUILayout.Height(30))) { ClearTerrain(creator); GenerateTerrainMesh(creator); } EditorGUI.BeginDisabledGroup(creator.preset == null || creator.branchPrefab == null); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Generate Forest", GUILayout.Height(30))) { ClearForest(creator); GenerateForest(creator); } if (GUILayout.Button("Clear All", GUILayout.Height(30))) { ClearForest(creator); ClearTerrain(creator); } EditorGUILayout.EndHorizontal(); EditorGUI.EndDisabledGroup(); if (generatedTreeCount > 0) { EditorGUILayout.HelpBox($"{generatedTreeCount} trees generated", MessageType.Info); } serializedObject.ApplyModifiedProperties(); } int ComputeTreeCount(TerrainCreator c) { if (c.mode == TerrainCreator.DensityMode.Count) return Mathf.Max(1, c.treeCount); float area = (c.width * c.cellSize) * (c.height * c.cellSize); return Mathf.Max(1, Mathf.RoundToInt(area * c.treesPerUnit)); } void ClearTerrain(TerrainCreator creator) { Undo.SetCurrentGroupName("Clear Terrain"); int undoGroup = Undo.GetCurrentGroup(); Transform terrainTransform = creator.transform.Find("TerrainMesh"); if (terrainTransform != null) { Undo.DestroyObjectImmediate(terrainTransform.gameObject); } Undo.CollapseUndoOperations(undoGroup); } void ClearForest(TerrainCreator creator) { Undo.SetCurrentGroupName("Clear Forest"); int undoGroup = Undo.GetCurrentGroup(); for (int i = creator.transform.childCount - 1; i >= 0; i--) { Transform child = creator.transform.GetChild(i); if (child.name.StartsWith("Tree_")) { Undo.DestroyObjectImmediate(child.gameObject); } } Undo.CollapseUndoOperations(undoGroup); generatedTreeCount = 0; } void GenerateTerrainMesh(TerrainCreator creator) { int width = creator.width; int height = creator.height; Vector3[] vertices = new Vector3[width * height]; Vector2[] uvs = new Vector2[width * height]; int[] triangles = new int[(width - 1) * (height - 1) * 6]; float offsetX = (width - 1) * creator.cellSize * 0.5f; float offsetZ = (height - 1) * creator.cellSize * 0.5f; // Use seed to offset Perlin noise so we get different terrain per seed System.Random prng = new System.Random(creator.seed); float seedOffsetX = prng.Next(-100000, 100000); float seedOffsetZ = prng.Next(-100000, 100000); for (int z = 0; z < height; z++) { for (int x = 0; x < width; x++) { float xCoord = (x + seedOffsetX) * creator.noiseScale; float zCoord = (z + seedOffsetZ) * creator.noiseScale; float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale; vertices[z * width + x] = new Vector3(x * creator.cellSize - offsetX, y, z * creator.cellSize - offsetZ); uvs[z * width + x] = new Vector2((float)x / (width - 1), (float)z / (height - 1)); } } int ti = 0; for (int z = 0; z < height - 1; z++) { for (int x = 0; x < width - 1; x++) { int i = z * width + x; triangles[ti++] = i; triangles[ti++] = i + width; triangles[ti++] = i + 1; triangles[ti++] = i + 1; triangles[ti++] = i + width; triangles[ti++] = i + width + 1; } } Mesh mesh = new Mesh(); mesh.name = "ProceduralTerrain"; if (vertices.Length > 65535) mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; mesh.vertices = vertices; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateNormals(); GameObject terrainObj = new GameObject("TerrainMesh"); Undo.RegisterCreatedObjectUndo(terrainObj, "Create Terrain"); terrainObj.transform.SetParent(creator.transform, false); terrainObj.transform.localPosition = Vector3.zero; terrainObj.transform.localRotation = Quaternion.identity; MeshFilter mf = terrainObj.AddComponent(); mf.sharedMesh = mesh; MeshRenderer mr = terrainObj.AddComponent(); if (creator.terrainMaterial != null) { mr.sharedMaterial = creator.terrainMaterial; } else { mr.sharedMaterial = AssetDatabase.GetBuiltinExtraResource("Default-Material.mat"); } } void GenerateForest(TerrainCreator creator) { generatedTreeCount = 0; if (creator.preset == null) return; Random.State prevState = Random.state; Undo.SetCurrentGroupName("Generate Forest"); int undoGroup = Undo.GetCurrentGroup(); int count = ComputeTreeCount(creator); Random.InitState(creator.seed); System.Random prng = new System.Random(creator.seed); float seedOffsetX = prng.Next(-100000, 100000); float seedOffsetZ = prng.Next(-100000, 100000); Vector3[] positions = new Vector3[count]; Quaternion[] yaws = new Quaternion[count]; float width = creator.width; float height = creator.height; float offsetX = (width - 1) * creator.cellSize * 0.5f; float offsetZ = (height - 1) * creator.cellSize * 0.5f; for (int i = 0; i < count; i++) { float randX = Random.Range(0f, width - 1); float randZ = Random.Range(0f, height - 1); float wX = randX * creator.cellSize - offsetX; float wZ = randZ * creator.cellSize - offsetZ; float xCoord = (randX + seedOffsetX) * creator.noiseScale; float zCoord = (randZ + seedOffsetZ) * creator.noiseScale; float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale; positions[i] = new Vector3(wX, y, wZ); yaws[i] = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f); } for (int i = 0; i < count; i++) { Random.InitState(creator.seed + i * 7919); GameObject treeRoot = new GameObject($"Tree_{i:D3}"); Undo.RegisterCreatedObjectUndo(treeRoot, "Create Tree"); treeRoot.transform.SetParent(creator.transform, false); treeRoot.transform.localPosition = positions[i]; treeRoot.transform.localRotation = yaws[i]; CreateBranchRecursive(creator, treeRoot.transform, Vector3.zero, Quaternion.identity, 0, 5f, true); generatedTreeCount++; } Undo.CollapseUndoOperations(undoGroup); Random.state = prevState; } void CreateBranchRecursive(TerrainCreator creator, Transform parent, Vector3 localStartPos, Quaternion rot, int depth, float length, bool isRoot = false) { TreeRandomPreset p = creator.preset; if (depth >= p.maxDepth) return; float currentLength = isRoot ? 2f : length * p.scaleFactor * Random.Range(1f - p.scaleRandom, 1f + p.scaleRandom); GameObject pivot = new GameObject($"Pivot_D{depth}"); pivot.transform.SetParent(parent, false); pivot.transform.localPosition = localStartPos; pivot.transform.localRotation = rot; Vector3 centerPos = localStartPos + pivot.transform.localRotation * Vector3.up * currentLength * 0.5f; GameObject branchObj; if (creator.branchPrefab != null) { branchObj = (GameObject)PrefabUtility.InstantiatePrefab(creator.branchPrefab); } else { branchObj = GameObject.CreatePrimitive(PrimitiveType.Cylinder); DestroyImmediate(branchObj.GetComponent()); } branchObj.transform.SetParent(pivot.transform, false); branchObj.transform.localPosition = Vector3.up * currentLength * 0.5f; branchObj.transform.localRotation = Quaternion.identity; float thickness = 0.2f * (p.maxDepth - depth) / p.maxDepth; branchObj.transform.localScale = new Vector3(thickness, currentLength * 0.5f, thickness); Renderer rnd = branchObj.GetComponentInChildren(); if (rnd != null) { float t = (float)depth / Mathf.Max(1, p.maxDepth - 1); Color baseColor = Color.Lerp(p.trunkColor, p.midColor, t * 2f); if (t > 0.5f) baseColor = Color.Lerp(p.midColor, p.tipColor, (t - 0.5f) * 2f); MaterialPropertyBlock mpb = new MaterialPropertyBlock(); rnd.GetPropertyBlock(mpb); mpb.SetColor("_Color", baseColor); rnd.SetPropertyBlock(mpb); } Vector3 nextLocalStartPos = Vector3.up * currentLength; int numChildren = p.maxChildren; if (Random.value < p.extraChildChance) numChildren++; float angleStep = 360f / numChildren; float baseTwist = Random.Range(0f, 360f); for (int i = 0; i < numChildren; i++) { float randAngle = Random.Range(-p.angleRandom * p.branchAngle, p.angleRandom * p.branchAngle); Quaternion tilt = Quaternion.Euler(p.branchAngle + randAngle, 0, 0); float twist = baseTwist + i * angleStep + Random.Range(-p.twistRandom * p.twistAngle, p.twistRandom * p.twistAngle); Quaternion spin = Quaternion.Euler(0, twist, 0); CreateBranchRecursive(creator, pivot.transform, nextLocalStartPos, spin * tilt, depth + 1, currentLength); } } void OnSceneGUI() { TerrainCreator creator = (TerrainCreator)target; if (creator == null) return; float wX = (creator.width - 1) * creator.cellSize * 0.5f; float wZ = (creator.height - 1) * creator.cellSize * 0.5f; Vector3 c0 = creator.transform.TransformPoint(new Vector3(-wX, 0, -wZ)); Vector3 c1 = creator.transform.TransformPoint(new Vector3( wX, 0, -wZ)); Vector3 c2 = creator.transform.TransformPoint(new Vector3( wX, 0, wZ)); Vector3 c3 = creator.transform.TransformPoint(new Vector3(-wX, 0, wZ)); Handles.color = new Color(0.3f, 1f, 0.5f, 1f); Handles.DrawAAPolyLine(4f, c0, c1, c2, c3, c0); Handles.color = new Color(1f, 1f, 0.3f, 1f); Handles.SphereHandleCap(0, creator.transform.position, Quaternion.identity, 0.3f, EventType.Repaint); } }