167 lines
5.9 KiB
C#
167 lines
5.9 KiB
C#
// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#if UNITY_EDITOR
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#region
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using NWH.Common.CoM;
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using NWH.NUI;
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using NWH.DWP2.WaterObjects;
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using UnityEditor;
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using UnityEngine;
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#endregion
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namespace NWH.DWP2
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{
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/// <summary>
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/// Custom inspector for WaterObjectWizard that automates WaterObject setup.
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/// </summary>
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[CustomEditor(typeof(WaterObjectWizard))]
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[CanEditMultipleObjects]
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public class WaterObjectWizardEditor : DWP2NUIEditor
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{
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private bool _wizardFinished;
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private WaterObjectWizard wow;
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/// <summary>
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/// Draws custom inspector GUI for WaterObjectWizard.
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/// </summary>
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public override bool OnInspectorNUI()
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{
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if (!base.OnInspectorNUI())
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{
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return false;
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}
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serializedObject.Update();
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wow = (WaterObjectWizard)target;
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Rect logoRect = drawer.positionRect;
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logoRect.height = 60f;
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drawer.DrawEditorTexture(logoRect, "Dynamic Water Physics 2/Logos/WaterObjectWizardLogo");
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drawer.AdvancePosition(logoRect.height);
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drawer.BeginSubsection("Options");
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drawer.Field("addWaterParticleSystem");
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drawer.EndSubsection();
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if (drawer.Button("Auto-Setup"))
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{
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foreach (WaterObjectWizard wow in targets)
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{
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RunWizard(wow);
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}
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}
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MeshFilter mf = wow.GetComponent<MeshFilter>();
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if (mf != null)
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{
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if (mf.sharedMesh != null)
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{
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if (mf.sharedMesh.triangles.Length / 3 > 4000)
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{
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drawer.Info(
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"Large mesh detected. Expect WaterObjectWizard to take a few moments to setup this object.");
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}
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}
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}
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drawer.EndEditor();
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if (_wizardFinished)
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{
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DestroyImmediate(wow);
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}
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return true;
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}
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/// <summary>
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/// Executes wizard setup for WaterObject component and dependencies.
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/// </summary>
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private void RunWizard(WaterObjectWizard wow)
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{
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GameObject target = wow.gameObject;
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// Check for existing water object
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if (target.GetComponent<WaterObject>() != null)
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{
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Debug.LogWarning($"WaterObjectWizard: {target.name} already contains WaterObject component.");
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}
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// Check for mesh filter
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MeshFilter mf = target.GetComponent<MeshFilter>();
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if (mf == null)
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{
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Debug.LogError("WaterObjectWizard: MeshFilter not found. WaterObject requires MeshFilter to work.");
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return;
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}
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// Add rigidbody
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Rigidbody parentRigidbody = target.transform.GetComponentInParent<Rigidbody>(true);
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if (parentRigidbody == null)
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{
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Debug.Log("WaterObjectWizard: Parent rigidbody not found. Adding new.");
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parentRigidbody = target.AddComponent<Rigidbody>();
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parentRigidbody.angularDamping = 0.15f;
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parentRigidbody.linearDamping = 0.05f;
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parentRigidbody.interpolation = RigidbodyInterpolation.None;
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VariableCenterOfMass com = target.AddComponent<VariableCenterOfMass>();
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}
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// Add collider
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int colliderCount = parentRigidbody.transform.GetComponentsInChildren<Collider>().Length;
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if (colliderCount == 0)
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{
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Debug.Log(
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$"WaterObjectWizard: Found 0 colliders on object {parentRigidbody.name}. Adding new mesh collider.");
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MeshCollider mc = target.AddComponent<MeshCollider>();
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mc.convex = true;
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mc.isTrigger = false;
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}
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// Add water object
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if (target.GetComponent<WaterObject>() == null)
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{
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WaterObject wo = target.AddComponent<WaterObject>();
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wo.convexifyMesh = true;
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wo.simplifyMesh = true;
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wo.targetTriangleCount = 64;
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wo.GenerateSimMesh();
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MassFromVolume massFromVolume = target.AddComponent<MassFromVolume>();
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massFromVolume.SetDefaultAsMaterial();
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massFromVolume.CalculateAndApplyFromMaterial();
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}
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// Add Water Particle System and Particle System
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if (wow.addWaterParticleSystem)
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{
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GameObject waterParticleSystemPrefab =
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Resources.Load<GameObject>("Dynamic Water Physics 2/DefaultWaterParticleSystem");
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if (waterParticleSystemPrefab == null)
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{
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Debug.LogError("Could not load WaterParticleSystemPrefab from Resources.");
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}
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else
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{
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Instantiate(waterParticleSystemPrefab, target.transform);
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}
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}
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_wizardFinished = true;
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}
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}
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}
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#endif |