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344 lines
12 KiB
C#
344 lines
12 KiB
C#
using UnityEngine;
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using UnityEditor;
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[CustomEditor(typeof(TerrainCreator))]
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public class TerrainCreatorEditor : Editor
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{
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int generatedTreeCount = 0;
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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bool isChanged = DrawDefaultInspector();
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TerrainCreator creator = (TerrainCreator)target;
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if (isChanged && creator.autoUpdate)
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{
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bool hasTerrain = creator.transform.Find("TerrainMesh") != null;
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bool hasForest = false;
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for (int i = 0; i < creator.transform.childCount; i++)
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{
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if (creator.transform.GetChild(i).name.StartsWith("Tree_"))
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{
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hasForest = true;
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break;
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}
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}
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if (hasTerrain)
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{
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ClearTerrain(creator);
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GenerateTerrainMesh(creator);
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}
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if (hasForest && creator.preset != null && creator.branchPrefab != null)
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{
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ClearForest(creator);
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GenerateForest(creator);
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}
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}
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Terrain & Forest Generation", EditorStyles.boldLabel);
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int count = ComputeTreeCount(creator);
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EditorGUILayout.HelpBox($"Will place {count} trees on terrain", MessageType.None);
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if (creator.preset == null || creator.branchPrefab == null)
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{
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EditorGUILayout.HelpBox("TreeRandomPreset과 Branch 프리팹을 할당해야 숲을 생성할 수 있습니다.", MessageType.Warning);
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}
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if (GUILayout.Button("Generate Terrain", GUILayout.Height(30)))
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{
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ClearTerrain(creator);
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GenerateTerrainMesh(creator);
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}
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EditorGUI.BeginDisabledGroup(creator.preset == null || creator.branchPrefab == null);
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Generate Forest", GUILayout.Height(30)))
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{
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ClearForest(creator);
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GenerateForest(creator);
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}
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if (GUILayout.Button("Clear All", GUILayout.Height(30)))
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{
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ClearForest(creator);
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ClearTerrain(creator);
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}
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EditorGUILayout.EndHorizontal();
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EditorGUI.EndDisabledGroup();
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if (generatedTreeCount > 0)
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{
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EditorGUILayout.HelpBox($"{generatedTreeCount} trees generated", MessageType.Info);
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}
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serializedObject.ApplyModifiedProperties();
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}
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int ComputeTreeCount(TerrainCreator c)
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{
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if (c.mode == TerrainCreator.DensityMode.Count)
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return Mathf.Max(1, c.treeCount);
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float area = (c.width * c.cellSize) * (c.height * c.cellSize);
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return Mathf.Max(1, Mathf.RoundToInt(area * c.treesPerUnit));
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}
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void ClearTerrain(TerrainCreator creator)
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{
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Undo.SetCurrentGroupName("Clear Terrain");
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int undoGroup = Undo.GetCurrentGroup();
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Transform terrainTransform = creator.transform.Find("TerrainMesh");
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if (terrainTransform != null)
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{
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Undo.DestroyObjectImmediate(terrainTransform.gameObject);
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}
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Undo.CollapseUndoOperations(undoGroup);
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}
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void ClearForest(TerrainCreator creator)
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{
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Undo.SetCurrentGroupName("Clear Forest");
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int undoGroup = Undo.GetCurrentGroup();
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for (int i = creator.transform.childCount - 1; i >= 0; i--)
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{
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Transform child = creator.transform.GetChild(i);
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if (child.name.StartsWith("Tree_"))
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{
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Undo.DestroyObjectImmediate(child.gameObject);
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}
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}
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Undo.CollapseUndoOperations(undoGroup);
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generatedTreeCount = 0;
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}
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void GenerateTerrainMesh(TerrainCreator creator)
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{
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int width = creator.width;
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int height = creator.height;
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Vector3[] vertices = new Vector3[width * height];
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Vector2[] uvs = new Vector2[width * height];
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int[] triangles = new int[(width - 1) * (height - 1) * 6];
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float offsetX = (width - 1) * creator.cellSize * 0.5f;
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float offsetZ = (height - 1) * creator.cellSize * 0.5f;
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// Use seed to offset Perlin noise so we get different terrain per seed
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System.Random prng = new System.Random(creator.seed);
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float seedOffsetX = prng.Next(-100000, 100000);
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float seedOffsetZ = prng.Next(-100000, 100000);
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for (int z = 0; z < height; z++)
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{
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for (int x = 0; x < width; x++)
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{
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float xCoord = (x + seedOffsetX) * creator.noiseScale;
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float zCoord = (z + seedOffsetZ) * creator.noiseScale;
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float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale;
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vertices[z * width + x] = new Vector3(x * creator.cellSize - offsetX, y, z * creator.cellSize - offsetZ);
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uvs[z * width + x] = new Vector2((float)x / (width - 1), (float)z / (height - 1));
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}
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}
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int ti = 0;
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for (int z = 0; z < height - 1; z++)
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{
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for (int x = 0; x < width - 1; x++)
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{
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int i = z * width + x;
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triangles[ti++] = i;
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triangles[ti++] = i + width;
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triangles[ti++] = i + 1;
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triangles[ti++] = i + 1;
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triangles[ti++] = i + width;
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triangles[ti++] = i + width + 1;
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}
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}
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Mesh mesh = new Mesh();
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mesh.name = "ProceduralTerrain";
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if (vertices.Length > 65535) mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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mesh.vertices = vertices;
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mesh.uv = uvs;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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GameObject terrainObj = new GameObject("TerrainMesh");
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Undo.RegisterCreatedObjectUndo(terrainObj, "Create Terrain");
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terrainObj.transform.SetParent(creator.transform, false);
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terrainObj.transform.localPosition = Vector3.zero;
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terrainObj.transform.localRotation = Quaternion.identity;
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MeshFilter mf = terrainObj.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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MeshCollider mc = terrainObj.AddComponent<MeshCollider>();
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mc.sharedMesh = mesh;
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MeshRenderer mr = terrainObj.AddComponent<MeshRenderer>();
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if (creator.terrainMaterial != null)
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{
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mr.sharedMaterial = creator.terrainMaterial;
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}
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else
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{
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mr.sharedMaterial = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Material.mat");
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}
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}
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void GenerateForest(TerrainCreator creator)
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{
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generatedTreeCount = 0;
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if (creator.preset == null) return;
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Random.State prevState = Random.state;
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Undo.SetCurrentGroupName("Generate Forest");
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int undoGroup = Undo.GetCurrentGroup();
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int count = ComputeTreeCount(creator);
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Random.InitState(creator.seed);
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System.Random prng = new System.Random(creator.seed);
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float seedOffsetX = prng.Next(-100000, 100000);
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float seedOffsetZ = prng.Next(-100000, 100000);
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Vector3[] positions = new Vector3[count];
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Quaternion[] yaws = new Quaternion[count];
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float width = creator.width;
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float height = creator.height;
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float offsetX = (width - 1) * creator.cellSize * 0.5f;
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float offsetZ = (height - 1) * creator.cellSize * 0.5f;
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for (int i = 0; i < count; i++)
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{
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float randX = Random.Range(0f, width - 1);
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float randZ = Random.Range(0f, height - 1);
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float wX = randX * creator.cellSize - offsetX;
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float wZ = randZ * creator.cellSize - offsetZ;
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float xCoord = (randX + seedOffsetX) * creator.noiseScale;
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float zCoord = (randZ + seedOffsetZ) * creator.noiseScale;
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float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale;
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positions[i] = new Vector3(wX, y, wZ);
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yaws[i] = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
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}
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for (int i = 0; i < count; i++)
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{
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Random.InitState(creator.seed + i * 7919);
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GameObject treeRoot = new GameObject($"Tree_{i:D3}");
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Undo.RegisterCreatedObjectUndo(treeRoot, "Create Tree");
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treeRoot.transform.SetParent(creator.transform, false);
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treeRoot.transform.localPosition = positions[i];
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treeRoot.transform.localRotation = yaws[i];
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CreateBranchRecursive(creator, treeRoot.transform, Vector3.zero, Quaternion.identity, 0, 5f, true);
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generatedTreeCount++;
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}
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Undo.CollapseUndoOperations(undoGroup);
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Random.state = prevState;
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}
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void CreateBranchRecursive(TerrainCreator creator, Transform parent, Vector3 localStartPos, Quaternion rot, int depth, float length, bool isRoot = false)
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{
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TreeRandomPreset p = creator.preset;
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if (depth >= p.maxDepth) return;
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float currentLength = isRoot ? 5f : length * p.scaleFactor * Random.Range(1f - p.scaleRandom, 1f + p.scaleRandom);
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GameObject pivot = new GameObject($"Pivot_D{depth}");
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pivot.transform.SetParent(parent, false);
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pivot.transform.localPosition = localStartPos;
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pivot.transform.localRotation = rot;
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Vector3 centerPos = localStartPos + pivot.transform.localRotation * Vector3.up * currentLength * 0.5f;
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GameObject branchObj;
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if (creator.branchPrefab != null) {
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branchObj = (GameObject)PrefabUtility.InstantiatePrefab(creator.branchPrefab);
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} else {
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branchObj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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DestroyImmediate(branchObj.GetComponent<Collider>());
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}
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branchObj.transform.SetParent(pivot.transform, false);
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branchObj.transform.localPosition = Vector3.up * currentLength * 0.5f;
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branchObj.transform.localRotation = Quaternion.identity;
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float thickness = 0.15f * (p.maxDepth - depth);
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float lengthScale = creator.branchPrefab != null ? currentLength : currentLength * 0.5f;
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branchObj.transform.localScale = new Vector3(thickness, lengthScale, thickness);
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Renderer rnd = branchObj.GetComponentInChildren<Renderer>();
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if (rnd != null)
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{
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float t = (float)depth / Mathf.Max(1, p.maxDepth - 1);
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Color baseColor = Color.Lerp(p.trunkColor, p.midColor, t * 2f);
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if (t > 0.5f) baseColor = Color.Lerp(p.midColor, p.tipColor, (t - 0.5f) * 2f);
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MaterialPropertyBlock mpb = new MaterialPropertyBlock();
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rnd.GetPropertyBlock(mpb);
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mpb.SetColor("_Color", baseColor);
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mpb.SetColor("_BaseColor", baseColor);
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rnd.SetPropertyBlock(mpb);
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}
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Vector3 nextLocalStartPos = Vector3.up * currentLength;
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int numChildren = p.maxChildren;
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if (Random.value < p.extraChildChance) numChildren++;
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float angleStep = 360f / numChildren;
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float baseTwist = Random.Range(0f, 360f);
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for (int i = 0; i < numChildren; i++)
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{
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float randAngle = Random.Range(-p.angleRandom * p.branchAngle, p.angleRandom * p.branchAngle);
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Quaternion tilt = Quaternion.Euler(p.branchAngle + randAngle, 0, 0);
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float twist = baseTwist + i * angleStep + Random.Range(-p.twistRandom * p.twistAngle, p.twistRandom * p.twistAngle);
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Quaternion spin = Quaternion.Euler(0, twist, 0);
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CreateBranchRecursive(creator, pivot.transform, nextLocalStartPos, spin * tilt, depth + 1, currentLength);
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}
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}
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void OnSceneGUI()
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{
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TerrainCreator creator = (TerrainCreator)target;
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if (creator == null) return;
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float wX = (creator.width - 1) * creator.cellSize * 0.5f;
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float wZ = (creator.height - 1) * creator.cellSize * 0.5f;
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Vector3 c0 = creator.transform.TransformPoint(new Vector3(-wX, 0, -wZ));
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Vector3 c1 = creator.transform.TransformPoint(new Vector3( wX, 0, -wZ));
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Vector3 c2 = creator.transform.TransformPoint(new Vector3( wX, 0, wZ));
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Vector3 c3 = creator.transform.TransformPoint(new Vector3(-wX, 0, wZ));
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Handles.color = new Color(0.3f, 1f, 0.5f, 1f);
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Handles.DrawAAPolyLine(4f, c0, c1, c2, c3, c0);
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Handles.color = new Color(1f, 1f, 0.3f, 1f);
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Handles.SphereHandleCap(0, creator.transform.position, Quaternion.identity, 0.3f, EventType.Repaint);
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}
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}
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