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Main/Assets/Editor/SplitTerrain/EditorForm/Part2LoadBlock.cs

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2025-01-25 04:38:09 +08:00
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Thousandto.Editor.Test
{
public partial class SplitTerrainWindow : UnityEditor.EditorWindow
{
private bool _foldOutLoadBlock = true;
public void DrawLoadBlockRegion()
{
var oldColor = GUI.contentColor;
GUI.contentColor = Color.green;
_foldOutLoadBlock = EditorGUILayout.Foldout(_foldOutLoadBlock, "Load blocks");
GUI.contentColor = oldColor;
if (_foldOutLoadBlock)
{
GUILayout.Box(" 1. 加载所有网格 \n 2. 加载选中的网格 \n 3. 有些网格是拓展了1格的需要删除掉扩展的部分", EditorStyles.helpBox, GUILayout.Width(WINDOW_WIDTH), GUILayout.Height(50));
//ShowNotification(_content1);
DrawLoadBlocksButton();
}
}
void DrawLoadBlocksButton()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("LoadAllBlock(TODO)", GUILayout.MaxWidth(200)))
{
return;
SplitTerrain st = new SplitTerrain();
st.ShowMeshBlocks();
}
if (GUILayout.Button("LoadSelectBlock", GUILayout.MaxWidth(200)))
{
for (int i = 0; i < Selection.objects.Length; ++i)
{
SplitTerrain.ShowMeshBlock(AssetDatabase.GetAssetPath(Selection.objects[i]));
}
}
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
if (GUILayout.Button("Del one expanded mesh", GUILayout.MaxWidth(200)))
{
for (int i = 0; i < Selection.objects.Length; ++i)
{
var savePath = AssetDatabase.GetAssetPath(Selection.objects[i]);
SplitTerrain.DeleteExpandedMesh(savePath);
}
EditorUtility.ClearProgressBar();
}
if (GUILayout.Button("Collect Things", GUILayout.MaxWidth(200)))
{
CollectThings ct = new CollectThings();
ct.SetResolution(_mapSize, _blockSize);
ct.Collect(_curTerrainData.name);
}
GUILayout.EndHorizontal();
}
}
}