init
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Sirenix.OdinInspector;
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using Sirenix.OdinInspector.Editor;
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using Sirenix.Utilities;
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using UnityEditor;
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using UnityEngine;
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using VOID.Editor.Utils;
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using VOID.Generic.World;
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namespace VOID.Editor.EditorWindow.World
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{
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public class ComplexAreaRotateVariantGenerator : OdinEditorWindow
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{
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[MenuItem("VOID RPG/World/Complex Area Rotate Variant Generator")]
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private static void OpenWindow() => GetWindow<ComplexAreaRotateVariantGenerator>().Show();
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// Input and Output for user
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[ShowInInspector, AssetsOnly] private List<ComplexArea> sourceComplexAreas = new();
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[ShowInInspector, ReadOnly] private List<ComplexArea> generatedComplexAreas = new();
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// Rotation variants to create
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private static readonly float[] Rotations = { 90, 180, 270 };
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// Temporary variables
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private ComplexArea _targetComplexArea;
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private string _sourcePrefabPath;
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private string _sourceFolder;
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private float _variantRotation;
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private string _targetPrefabPath;
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private string _targetFolder;
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public static void GenerateRotatedVariants(ComplexArea complexArea)
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{
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// Only ASSETS for this generation!
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var prefab = complexArea.gameObject.GetPrefabAsset();
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if (prefab == null)
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{
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Debug.LogError("Only prefab asset is valid to variant generation!");
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return;
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}
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// Just to be sure - save given prefab for user before generation
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PrefabUtility.SavePrefabAsset(complexArea.gameObject);
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var isOpen = HasOpenInstances<ComplexAreaRotateVariantGenerator>();
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var variantGenerator = GetWindow<ComplexAreaRotateVariantGenerator>(false, null, false);
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variantGenerator.sourceComplexAreas = new List<ComplexArea> { prefab.GetComponent<ComplexArea>() };
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variantGenerator.GenerateRotatedVariants();
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if (!isOpen) variantGenerator.Close();
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}
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[Button]
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private void GenerateRotatedVariants()
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{
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if (sourceComplexAreas.IsNullOrEmpty())
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{
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Debug.LogWarning("ComplexArea not selected");
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return;
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}
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generatedComplexAreas.Clear();
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sourceComplexAreas.ForEach(sourceComplexArea =>
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{
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var variants = Rotations.Select(rotation => GenerateRotatedVariant(sourceComplexArea, rotation)).ToList();
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sourceComplexArea.isVariant = false;
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sourceComplexArea.variants = variants;
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sourceComplexArea.original = null;
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PrefabUtility.SavePrefabAsset(sourceComplexArea.gameObject);
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generatedComplexAreas.AddRange(variants);
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});
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sourceComplexAreas.Clear();
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}
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private ComplexArea GenerateRotatedVariant(ComplexArea sourceComplexArea, float rotation)
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{
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_sourcePrefabPath = AssetDatabase.GetAssetPath(sourceComplexArea.gameObject);
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_sourceFolder = Path.GetDirectoryName(_sourcePrefabPath)?.Replace("\\", "/") ?? "";
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_variantRotation = rotation;
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_targetFolder = $"{_sourceFolder}/{sourceComplexArea.gameObject.name}_v{_variantRotation}";
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if (Directory.Exists(_targetFolder)) Directory.Delete(_targetFolder, true);
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Directory.CreateDirectory(_targetFolder);
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DuplicatePrefab();
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DuplicateTerrains();
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RotatePrefab();
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UpdateTerrainsHeight();
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UpdateTerrainsAlphas();
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UpdateTerrainsDetails();
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UpdateTerrainsTrees();
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UpdateComplexArea();
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UpdateComplexAreaOriginalVariant(sourceComplexArea);
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PrefabUtility.SaveAsPrefabAsset(_targetComplexArea.gameObject, _targetPrefabPath);
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PrefabUtility.UnloadPrefabContents(_targetComplexArea.gameObject);
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return AssetDatabase.LoadAssetAtPath<GameObject>(_targetPrefabPath).GetComponent<ComplexArea>();
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}
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private void DuplicatePrefab()
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{
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// Duplicate prefab asset in sub directory
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_targetPrefabPath = $"{_targetFolder}/{Path.GetFileNameWithoutExtension(_sourcePrefabPath)}_v{_variantRotation}.prefab";
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AssetDatabase.CopyAsset(_sourcePrefabPath, _targetPrefabPath);
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// "Open" duplicated prefab for editing
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_targetComplexArea = PrefabUtility.LoadPrefabContents(_targetPrefabPath).GetComponent<ComplexArea>();
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}
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private void DuplicateTerrains()
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{
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// Duplicate TerrainData and place them in relative directiory (if not possible put them next to prefab)
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_targetComplexArea.GetComponentsInChildren<Terrain>().ForEach(terrain =>
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{
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var dataPath = AssetDatabase.GetAssetPath(terrain.terrainData);
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var dataPathNew = GetNewAssetPath(dataPath);
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Directory.CreateDirectory(_targetFolder);
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AssetDatabase.CopyAsset(dataPath, dataPathNew);
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var terrainData = AssetDatabase.LoadAssetAtPath<TerrainData>(dataPathNew);
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terrain.GetComponent<Terrain>().terrainData = terrainData;
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terrain.GetComponent<TerrainCollider>().terrainData = terrainData;
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});
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// Update asset database
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void RotatePrefab()
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{
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// Terrain rotating FIX - instead we will rotate dummies
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var terrainPositionDummyList = new Dictionary<GameObject, Terrain>();
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_targetComplexArea.gameObject.GetComponentsInChildren<Terrain>().ForEach(terrain =>
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{
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var dummy = new GameObject();
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var sizeOffset = Vector3.Scale(new Vector3(.5f, 0, .5f), terrain.terrainData.size);
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dummy.transform.parent = terrain.transform.parent;
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dummy.transform.position = terrain.transform.position + sizeOffset;
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terrainPositionDummyList.Add(dummy, terrain);
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});
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// All children of prefab
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var prefabChildren = new List<Transform>();
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for (var i = 0; i < _targetComplexArea.gameObject.transform.childCount; i++)
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prefabChildren.Add(_targetComplexArea.gameObject.transform.GetChild(i));
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// Put empty dummy
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var dummyRotate = new GameObject();
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dummyRotate.transform.parent = _targetComplexArea.gameObject.transform;
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dummyRotate.transform.position = Vector3.zero;
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// Put all children into dummy
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prefabChildren.ForEach(child => child.parent = dummyRotate.transform);
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// Rotate dummy with all children
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dummyRotate.transform.Rotate(Vector3.up, _variantRotation);
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// Take out all children from dummy
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prefabChildren.ForEach(child => child.parent = _targetComplexArea.gameObject.transform);
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// Remove dummy
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DestroyImmediate(dummyRotate);
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// Terrain rotating FIX - Put terrains in good positions
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terrainPositionDummyList.ForEach(pair =>
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{
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var dummy = pair.Key;
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var terrain = pair.Value;
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var sizeOffset = Vector3.Scale(new Vector3(.5f, 0, .5f), terrain.terrainData.size);
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terrain.transform.position = pair.Key.transform.position - sizeOffset;
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terrain.transform.rotation = Quaternion.identity;
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DestroyImmediate(pair.Key);
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});
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// Update asset database
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void UpdateTerrainsHeight()
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{
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_targetComplexArea.gameObject.GetComponentsInChildren<Terrain>().ForEach(terrain =>
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{
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var rotationTimes = Mathf.RoundToInt(_variantRotation / 90);
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var terrainData = terrain.terrainData;
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var heightMapSize = terrainData.heightmapResolution;
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var heights = terrainData.GetHeights(0, 0, heightMapSize, heightMapSize);
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var rotatedHeights = new float[heightMapSize, heightMapSize];
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// Perform rotating N times
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for (var i = 0; i < rotationTimes; i++)
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{
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// Rotating whole two-dimensional height array by 90 degree
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for (var y = 0; y < heightMapSize; y++)
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for (var x = 0; x < heightMapSize; x++)
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rotatedHeights[y, x] = heights[x, heightMapSize - y - 1];
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// Rotated by 90 degree, prepare starting point for next rotating
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heights = (float[,])rotatedHeights.Clone();
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}
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// Update terrain
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terrainData.SetHeights(0, 0, rotatedHeights);
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});
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}
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private void UpdateTerrainsAlphas()
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{
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_targetComplexArea.gameObject.GetComponentsInChildren<Terrain>().ForEach(terrain =>
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{
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var rotationTimes = Mathf.RoundToInt(_variantRotation / 90);
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var terrainData = terrain.terrainData;
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var alphaSize = terrainData.alphamapResolution;
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var alphaCount = terrainData.alphamapLayers;
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var alphas = terrainData.GetAlphamaps(0, 0, alphaSize, alphaSize);
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var rotatedAlphas = new float[alphaSize, alphaSize, alphaCount];
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// Perform rotating N times
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for (var i = 0; i < rotationTimes; i++)
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{
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// Rotating whole two-dimensional array for each alpha map by 90 degree
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for (var y = 0; y < alphaSize; y++)
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for (var x = 0; x < alphaSize; x++)
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for (var a = 0; a < alphaCount; a++)
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rotatedAlphas[y, x, a] = alphas[x, alphaSize - y - 1, a];
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// Rotated by 90 degree, prepare starting point for next rotating
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alphas = (float[,,])rotatedAlphas.Clone();
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}
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// Update terrain
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terrainData.SetAlphamaps(0, 0, rotatedAlphas);
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});
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}
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private void UpdateTerrainsDetails()
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{
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_targetComplexArea.gameObject.GetComponentsInChildren<Terrain>().ForEach(terrain =>
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{
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var rotationTimes = Mathf.RoundToInt(_variantRotation / 90);
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var terrainData = terrain.terrainData;
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var detailSize = terrainData.detailResolution;
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var detailLayerCount = terrainData.detailPrototypes.Length;
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var rotatedDetails = new int[detailSize, detailSize];
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// Rotate ALL detail layers
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for (var a = 0; a < detailLayerCount; a++)
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{
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// Get current detail layer at index
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var details = terrainData.GetDetailLayer(0, 0, detailSize, detailSize, a);
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// Perform rotating N times
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for (var i = 0; i < rotationTimes; i++)
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{
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// Rotating whole dimensional array by 90 degree
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for (var y = 0; y < detailSize; y++)
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for (var x = 0; x < detailSize; x++)
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rotatedDetails[y, x] = details[x, detailSize - y - 1];
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// Rotated by 90 degree, prepare starting point for next rotating
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details = (int[,])rotatedDetails.Clone();
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}
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// Update terrain
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terrainData.SetDetailLayer(0, 0, a, rotatedDetails);
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}
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});
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}
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private void UpdateTerrainsTrees()
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{
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_targetComplexArea.gameObject.GetComponentsInChildren<Terrain>().ForEach(terrain =>
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{
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var terrainData = terrain.terrainData;
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// New empty GameObject for further rotating trees
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var terrainDummy = new GameObject();
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terrainDummy.transform.position = terrain.transform.position + terrainData.size/2;
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// Map dummy GameObjects to each tree for rotating purposes, by making it child to terrain dummy
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var treeList = terrainData.treeInstances;
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var dummyList = new GameObject[treeList.Length];
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for (var i = 0; i < treeList.Length; i++)
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{
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dummyList[i] = new GameObject();
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dummyList[i].transform.parent = terrainDummy.transform;
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dummyList[i].transform.position = terrain.transform.position + Vector3.Scale(treeList[i].position, terrainData.size);
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}
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// Rotate dummy terrain (and all tree dummies)
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terrainDummy.transform.Rotate(Vector3.up, _variantRotation);
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// Corrent positions and rotations of all trees, by using created dummies
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for (var i = 0; i < treeList.Length; i++)
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{
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var relativePosition = dummyList[i].transform.position - terrain.transform.position;
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treeList[i].position = new Vector3(relativePosition.x / terrainData.size.x, 0, relativePosition.z / terrainData.size.z);
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treeList[i].rotation = dummyList[i].transform.rotation.eulerAngles.y;
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}
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// Update Terrain
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terrainData.SetTreeInstances(treeList, true);
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// Remove dummies
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dummyList.ForEach(DestroyImmediate);
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DestroyImmediate(terrainDummy);
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});
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}
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private void UpdateComplexArea()
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{
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_targetComplexArea.areas.ForEach(area =>
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{
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// Areas should not be rotated
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area.transform.rotation = Quaternion.identity;
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// Swap connection clockwise - N times of needed rotation
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var rotationTimes = Mathf.RoundToInt(_variantRotation / 90);
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for (var i = 0; i < rotationTimes; i++)
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{
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var tempConnection = area.forwardConnection;
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area.forwardConnection = area.leftConnection;
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area.leftConnection = area.backConnection;
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area.backConnection = area.rightConnection;
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area.rightConnection = tempConnection;
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}
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});
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// Run all inside updates and fixes
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_targetComplexArea.UpdateAll();
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_targetComplexArea.AutoFixAll();
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}
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private void UpdateComplexAreaOriginalVariant(ComplexArea sourceComplexArea)
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{
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_targetComplexArea.isVariant = true;
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_targetComplexArea.variants.Clear();
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_targetComplexArea.original = sourceComplexArea;
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}
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private string GetNewAssetPath(string path)
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{
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if (path.StartsWith(_sourceFolder) == false) return $"{_targetFolder}/{Path.GetFileName(path)}";
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var relativePath = path.Substring(_sourceFolder.Length).TrimStart('/');
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return $"{_targetFolder}/{relativePath}";
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}
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}
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}
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+2
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fileFormatVersion: 2
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guid: f3e35552b4d52364b8ddd710111b0378
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