├── .github └── FUNDING.yml ├── .gitignore ├── .vsconfig ├── Assets ├── JSGames.meta └── JSGames │ ├── HeyAreaSpawner.meta │ └── HeyAreaSpawner │ ├── Demo.meta │ ├── Demo │ ├── Scene.meta │ ├── Scene │ │ ├── Island.meta │ │ ├── Island.unity │ │ ├── Island.unity.meta │ │ └── Island │ │ │ ├── Island Terrain.asset │ │ │ ├── Island Terrain.asset.meta │ │ │ ├── NewLayer 1.terrainlayer │ │ │ ├── NewLayer 1.terrainlayer.meta │ │ │ ├── NewLayer.terrainlayer │ │ │ ├── NewLayer.terrainlayer.meta │ │ │ ├── SampleSceneSettings.lighting │ │ │ └── SampleSceneSettings.lighting.meta │ ├── Trees.meta │ ├── Trees │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Platycladus-orientalis.mat │ │ │ ├── Platycladus-orientalis.mat.meta │ │ │ ├── Textures.meta │ │ │ ├── Textures │ │ │ │ ├── Platycladus-orientalis.png │ │ │ │ ├── Platycladus-orientalis.png.meta │ │ │ │ ├── pterocarpus02L.png │ │ │ │ ├── pterocarpus02L.png.meta │ │ │ │ ├── terminaliamantaly02L.png │ │ │ │ ├── terminaliamantaly02L.png.meta │ │ │ │ ├── washingtoniafil.png │ │ │ │ └── washingtoniafil.png.meta │ │ │ ├── pterocarpus02L.mat │ │ │ ├── pterocarpus02L.mat.meta │ │ │ ├── terminaliamantaly02L.mat │ │ │ ├── terminaliamantaly02L.mat.meta │ │ │ ├── washingtoniafil.mat │ │ │ └── washingtoniafil.mat.meta │ │ ├── Platycladus-orientalis.prefab │ │ ├── Platycladus-orientalis.prefab.meta │ │ ├── pterocarpus02L.prefab │ │ ├── pterocarpus02L.prefab.meta │ │ ├── terminaliamantaly02L.prefab │ │ ├── terminaliamantaly02L.prefab.meta │ │ ├── washingtoniafil.prefab │ │ └── washingtoniafil.prefab.meta │ ├── Water.meta │ └── Water │ │ ├── Textures.meta │ │ ├── Textures │ │ ├── water.png │ │ └── water.png.meta │ │ ├── VerySimpleWater.mat │ │ └── VerySimpleWater.mat.meta │ ├── Documentation.pdf │ ├── Documentation.pdf.meta │ ├── HeyAreaSpawner.prefab │ ├── HeyAreaSpawner.prefab.meta │ ├── LICENSE.md │ ├── LICENSE.md.meta │ ├── Materials.meta │ ├── Materials │ ├── LineMat.mat │ ├── LineMat.mat.meta │ ├── PointMat.mat │ ├── PointMat.mat.meta │ ├── SelectedMat.mat │ ├── SelectedMat.mat.meta │ ├── Sphere.fbx │ ├── Sphere.fbx.meta │ ├── SphereShader.shader │ ├── SphereShader.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── grass.png │ │ ├── grass.png.meta │ │ ├── rock.png │ │ └── rock.png.meta │ ├── Properties.meta │ ├── Properties │ ├── Tree1.asset │ ├── Tree1.asset.meta │ ├── Tree2.asset │ ├── Tree2.asset.meta │ ├── Tree3.asset │ ├── Tree3.asset.meta │ ├── Tree4.asset │ └── Tree4.asset.meta │ ├── Scripts.meta │ ├── Scripts │ ├── AreaSpawner.cs │ ├── AreaSpawner.cs.meta │ ├── AreaSpawner_Editor.cs │ ├── AreaSpawner_Editor.cs.meta │ ├── HeyArea.cs │ ├── HeyArea.cs.meta │ ├── JahnstarTriangulator.dll.meta │ ├── JahnstarTriangulator.dll │ │ ├── Creator.cs │ │ ├── Creator.cs.meta │ │ ├── Generator.cs │ │ ├── Generator.cs.meta │ │ ├── Triangulator.cs │ │ └── Triangulator.cs.meta │ ├── SpawnObjectProperty.cs │ └── SpawnObjectProperty.cs.meta │ ├── Tutorial.meta │ └── Tutorial │ ├── 0.png │ ├── 0.png.meta │ ├── 1.gif │ ├── 1.gif.meta │ ├── 2.gif │ ├── 2.gif.meta │ ├── 3.gif │ ├── 3.gif.meta │ ├── 4.gif │ └── 4.gif.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── UserSettings └── EditorUserSettings.asset /.github/FUNDING.yml: -------------------------------------------------------------------------------- 1 | # These are supported funding model platforms 2 | 3 | github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2] 4 | patreon: # Replace with a single Patreon username 5 | open_collective: # Replace with a single Open Collective username 6 | ko_fi: # Replace with a single Ko-fi username 7 | tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel 8 | community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry 9 | liberapay: # Replace with a single Liberapay username 10 | issuehunt: # Replace with a single IssueHunt username 11 | otechie: # Replace with a single Otechie username 12 | custom: ["https://u3d.as/38Vw"] 13 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 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Yildiz 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0860345fee352e41a489a1a4d53b047 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/AreaSpawner.cs: -------------------------------------------------------------------------------- 1 | //Developed by Halil Emre Yildiz - @Jahn_Star 2 | //https://github.com/JahnStar/Hey-Area-Object-Spawner 3 | //https://jahnstar.github.io/donate/ 4 | // Last Update: 30.10.2021 5 | #if UNITY_EDITOR 6 | using System.Collections.Generic; 7 | using UnityEditor; 8 | using UnityEngine; 9 | namespace JahnStar.AreaSpawner 10 | { 11 | [ExecuteInEditMode] 12 | public class AreaSpawner : MonoBehaviour 13 | { 14 | [Range(0.5f, 10)] 15 | public float lineThickness = 5, pointSize = 5; 16 | public GameObject pointSphere; 17 | [Space(5)] 18 | public Material lineMat; 19 | public Material pointMat, selectedMat; 20 | private float _prev_childCount; 21 | private string _prev_size; 22 | private bool _updateArea; 23 | [HideInInspector] 24 | public int selectedAreaID = 0; 25 | [HideInInspector] 26 | public bool editMode, show_AreaObjects = true; 27 | [HideInInspector] 28 | public Transform parentSpawnedObject; 29 | [HideInInspector] 30 | public List clipboard; 31 | void Update() 32 | { 33 | if (pointSize + lineThickness + "" != _prev_size || _updateArea) 34 | { 35 | for (int i = 0; i < transform.childCount; i++) transform.GetChild(i).GetComponent().ResizePoint(pointSize, lineThickness); 36 | _prev_size = pointSize + lineThickness + ""; 37 | _updateArea = false; 38 | } 39 | if (transform.childCount != _prev_childCount) 40 | { 41 | for (int i = 0; i < transform.childCount; i++) transform.GetChild(i).name = "Area_" + i; 42 | _prev_childCount = transform.childCount; 43 | } 44 | } 45 | public void ChooseArea(int areaID) 46 | { 47 | if (areaID >= 0) selectedAreaID = areaID; 48 | try { for (int i = 0; i < transform.childCount; i++) transform.GetChild(i).GetComponent().material = i == selectedAreaID ? selectedMat : lineMat; } 49 | catch { } 50 | Selection.activeObject = gameObject; 51 | _updateArea = true; 52 | } 53 | public void NewPoint(Vector3 position, bool newArea) 54 | { 55 | if (transform.childCount == 0 || newArea) 56 | { 57 | NewArea(position); 58 | ChooseArea(transform.childCount - 1); 59 | _prev_childCount = transform.childCount; 60 | } 61 | HeyArea selectedArea = transform.GetChild(selectedAreaID).GetComponent(); 62 | 63 | Transform newPoint = GameObject.Instantiate(pointSphere).transform; 64 | newPoint.parent = transform.GetChild(selectedAreaID); 65 | newPoint.name = "Point_" + selectedArea.transform.childCount; 66 | newPoint.position = position; 67 | Renderer point_R = newPoint.GetComponent(); 68 | point_R.material = pointMat; 69 | point_R.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; 70 | DestroyImmediate(newPoint.GetComponent()); 71 | 72 | selectedArea.ResizePoint(pointSize, lineThickness); 73 | 74 | Undo.RegisterCreatedObjectUndo(newPoint.gameObject, "Create Object"); 75 | } 76 | public void NewArea(Vector3 poz) 77 | { 78 | Transform newArea = new GameObject("Area_" + transform.childCount).transform; 79 | newArea.position = poz; 80 | newArea.parent = transform; 81 | HeyArea _newArea = newArea.gameObject.AddComponent(); 82 | 83 | if (Terrain.activeTerrains.Length > 1) foreach (Collider collider in Physics.OverlapSphere(poz, 10, ~0)) if (collider.TryGetComponent(out Terrain terrain)) { _newArea.terrain = terrain; break; } else _newArea.terrain = Terrain.activeTerrain; 84 | Undo.RegisterCreatedObjectUndo(newArea.gameObject, "Create Object"); 85 | } 86 | } 87 | } 88 | #endif -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/AreaSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4a81e6ea9d31bed4eb95e4805174c682 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/AreaSpawner_Editor.cs: -------------------------------------------------------------------------------- 1 | //Developed by Halil Emre Yildiz - @Jahn_Star 2 | //https://github.com/JahnStar/Hey-Area-Object-Spawner 3 | //https://jahnstar.github.io/donate/ 4 | // Last Update: 30.10.2021 5 | #if UNITY_EDITOR 6 | using System.Collections.Generic; 7 | using UnityEditor; 8 | using UnityEngine; 9 | using JahnStar.AreaSpawner; 10 | using System.Linq; 11 | 12 | [CustomEditor(typeof(AreaSpawner))] 13 | public class AreaSpawner_Editor : Editor 14 | { 15 | private AreaSpawner _target; 16 | private int _tab, _language; 17 | private string[,] _texts = 18 | {{"Hey Area Object Spawner v1.4", "Editor", "Settings", "Exit Edit Mode", "Edit Mode", "Selected Area: ", "Spawn Objects (in selected area)", "Copy List", "Paste List", "Clear Clipboard", "Spawn", "Created Objects (HeySpawner)", 19 | "Create Object", "Move Area", "Delete Area", "\n Edit Mode Shortcuts: \n\n Create Point: SHIFT+CLICK \n Create Area: CTRL+SHIFT+CLICK \n Delete Selected Area: BACKSPACE \n Choose Area: Edit Mode => Click Area Line \n\n If this doesn't work, you can try Reset All Layout. \n\n Developed by Halil Emre Yildiz (Github: @JahnStar) \n", 20 | "Documentation & Licence", "Support the Developer"}, 21 | {"Hey Area Object Spawner v1.4", "Duzenleyici", "Ayarlar", "Duzenlemeden Cik", "Duzenleme Modu", "Secili Alan: ", "Nesneler Olustur (secili alanda)", "Listeyi Kopyala", "Listeyi Yapistir", "Panoyu Temizle", "Olustur", "Olusturulan Nesneler (HeySpawner)", 22 | "Nesne Olustur", "Alani Tasi", "Alani Sil", "\n Duzenleme Modu Kisayollari: \n\n Nokta Yarat: SHIFT+CLICK \n Alan Yarat: CTRL+SHIFT+CLICK \n Secili Alani Sil: BACKSPACE \n Alani Sec: Duzenleme Modu => Alan Cizgisine Tikla \n\n Calismiyorsa, 'Reset All Layout'a tiklayin. \n\n Gelistiren, Halil Emre Yildiz (Github: @JahnStar) \n", 23 | "Dokumantasyon & Lisans", "Gelistiriciyi Destekle"}}; 24 | public override void OnInspectorGUI() 25 | { 26 | try { _target = (AreaSpawner)target; } 27 | catch { } 28 | Color cyanBlue = (Color.cyan + Color.blue) * Color.white * 0.9f; 29 | Color gray = Color.white * 0.4f; 30 | GUIStyle title = GUIStyle.none; 31 | title.alignment = TextAnchor.MiddleCenter; 32 | title.fontSize = 14; 33 | title.fontStyle = FontStyle.Bold; 34 | title.normal.textColor = Color.white; 35 | GUILayout.Space(5); 36 | GUILayout.Label(_texts[_language, 0], title); 37 | GUILayout.Space(8); 38 | GUILayout.BeginHorizontal(); 39 | GUI.backgroundColor = _language == 0 ? cyanBlue : Color.red + Color.gray; 40 | _tab = GUILayout.Toolbar(_tab, new string[] { _texts[_language, 1], _texts[_language, 2] }); 41 | _language = GUILayout.Toolbar(_language, new string[] { "ENG", "TR" }, GUILayout.Width(75)); 42 | GUILayout.EndHorizontal(); 43 | GUILayout.Space(10); 44 | switch (_tab) 45 | { 46 | case 0: 47 | { 48 | GUILayout.Space(5); 49 | GUI.backgroundColor = _target.editMode ? Color.red: cyanBlue; 50 | if (GUILayout.Button(_target.editMode ? _texts[_language, 3] : _texts[_language, 4])) 51 | { 52 | _target.editMode = !_target.editMode; 53 | Tools.current = _target.editMode ? Tool.None : Tool.Move; 54 | } 55 | 56 | GUI.backgroundColor = Color.green; 57 | GUILayout.Space(5); 58 | 59 | if (_target.transform.childCount > 0 && _target.selectedAreaID < _target.transform.childCount) 60 | { 61 | HeyArea selectedArea = _target.transform.GetChild(_target.selectedAreaID).GetComponent(); 62 | GUILayout.Space(5); 63 | GUIStyle foldoutLabel = EditorStyles.foldout; 64 | foldoutLabel.fontSize = 13; 65 | foldoutLabel.fontStyle = FontStyle.Bold; 66 | _target.show_AreaObjects = EditorGUILayout.Foldout(_target.show_AreaObjects, _texts[_language, 6], true, foldoutLabel); 67 | GUILayout.Space(10); 68 | if (_target.show_AreaObjects) 69 | { 70 | List properties = selectedArea.objects ?? new List(); 71 | 72 | int sil = -1; 73 | for (int i = 0; i < properties.Count; i++) 74 | { 75 | EditorGUILayout.BeginHorizontal(); 76 | properties[i] = (SpawnObjectProperty)EditorGUILayout.ObjectField(properties[i], typeof(SpawnObjectProperty), true); 77 | GUI.backgroundColor = Color.red + gray; 78 | if (GUILayout.Button("-", GUILayout.Width(30))) sil = i; 79 | GUI.backgroundColor = Color.green + gray; 80 | EditorGUILayout.EndHorizontal(); 81 | } 82 | if (sil != -1) properties.RemoveAt(sil); 83 | GUILayout.BeginHorizontal(); 84 | try 85 | { 86 | if (selectedArea.objects.Count > 0 && GUILayout.Button(_texts[_language, 7])) 87 | _target.clipboard = properties.ToList(); 88 | 89 | if (_target.clipboard.Count != 0 && GUILayout.Button(_texts[_language, 8] + " (" + _target.clipboard.Count + ")")) 90 | properties = _target.clipboard.ToList(); 91 | 92 | if (_target.clipboard.Count != 0 && GUILayout.Button(_texts[_language, 9])) 93 | _target.clipboard.Clear(); 94 | 95 | } 96 | catch { } 97 | if (GUILayout.Button(" + ")) properties.Add(null); 98 | GUILayout.EndHorizontal(); 99 | selectedArea.objects = properties; 100 | 101 | GUILayout.Space(10); 102 | 103 | Rect rect = EditorGUILayout.GetControlRect(false, 12f); 104 | rect.height = 2f; 105 | EditorGUI.DrawRect(rect, new Color(0.5f, 0.5f, 0.5f, 1)); 106 | } 107 | else 108 | { 109 | GUILayout.Label(_texts[_language, 5] + _target.selectedAreaID, title); 110 | GUILayout.Space(10); 111 | } 112 | GUI.backgroundColor = cyanBlue + gray; 113 | 114 | if (GUILayout.Button(_texts[_language, 10])) 115 | { 116 | if (_target.parentSpawnedObject == null) _target.parentSpawnedObject = new GameObject(_texts[_language, 11]).transform; 117 | for (int i = 0; i < selectedArea.objects.Count; i++) 118 | { 119 | SpawnObjectProperty prefab = selectedArea.objects[i]; 120 | if (!prefab) break; 121 | Transform objects = Creator.SpawnObjectInArea(prefab.gameObject, prefab.randomScale, prefab.randomRotation, prefab.count, selectedArea.transform, _target.parentSpawnedObject, prefab.type, selectedArea.terrain); 122 | Selection.activeObject = objects; 123 | Undo.RegisterCreatedObjectUndo(objects.gameObject, _texts[_language, 12]); 124 | } 125 | } 126 | 127 | GUI.backgroundColor = Color.yellow + Color.gray; 128 | 129 | if (GUILayout.Button(_texts[_language, 13])) 130 | { 131 | List noktalar = new List(); 132 | foreach (Transform nokta in selectedArea.transform) noktalar.Add(nokta.gameObject); 133 | 134 | Selection.objects = noktalar.ToArray(); 135 | } 136 | GUI.backgroundColor = Color.red + gray; 137 | if (GUILayout.Button(_texts[_language, 14])) 138 | { 139 | selectedArea.gameObject.GetComponent().DestroySelf(); 140 | _target.ChooseArea(_target.selectedAreaID - 1); 141 | } 142 | 143 | GUILayout.Space(5); 144 | } 145 | else if (_target.transform.childCount > 0) _target.ChooseArea(_target.transform.childCount - 1); 146 | GUI.backgroundColor = cyanBlue; 147 | try 148 | { 149 | EditorGUILayout.HelpBox(_texts[_language, 15], MessageType.Info); 150 | if (GUILayout.Button(_texts[_language, 16])) Application.OpenURL("https://github.com/JahnStar/Hey-Area-Object-Spawner"); 151 | if (GUILayout.Button(_texts[_language, 17])) Application.OpenURL("https://jahnstar.github.io/donate/"); 152 | 153 | } 154 | catch { } 155 | } 156 | break; 157 | case 1: GUILayout.Space(8); base.OnInspectorGUI(); break; 158 | } 159 | } 160 | bool ctrl, ctrl_ok; 161 | 162 | private Vector3 prev_point; 163 | public void OnSceneGUI() 164 | { 165 | try { _target = (AreaSpawner)target; } 166 | catch { } 167 | Event input = Event.current; 168 | 169 | if (_target.editMode) 170 | { 171 | if (ctrl != input.control) 172 | { 173 | if (input.control) ctrl_ok = true; 174 | ctrl = input.control; 175 | 176 | } 177 | if (input.shift && input.type == EventType.MouseDown) 178 | { 179 | Ray worldRay = HandleUtility.GUIPointToWorldRay(input.mousePosition); 180 | if (Physics.Raycast(worldRay, out RaycastHit hitInfo, 10000)) if (prev_point != hitInfo.point) 181 | { 182 | _target.NewPoint(hitInfo.point, ctrl_ok && input.control); 183 | ctrl_ok = false; 184 | prev_point = hitInfo.point; 185 | } 186 | } 187 | if (input.shift) Selection.activeGameObject = _target.gameObject; 188 | } 189 | 190 | if (input.keyCode == KeyCode.Backspace && input.type == EventType.KeyUp && _target.selectedAreaID < _target.transform.childCount) 191 | _target.transform.GetChild(_target.selectedAreaID).GetComponent().DestroySelf(); 192 | } 193 | } 194 | #endif 195 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/AreaSpawner_Editor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62d1f812c2770834da1ce4737cc35989 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/HeyArea.cs: -------------------------------------------------------------------------------- 1 | //Developed by Halil Emre Yildiz - @Jahn_Star 2 | //https://github.com/JahnStar/Hey-Area-Object-Spawner 3 | //https://jahnstar.github.io/donate/ 4 | // Last Update: 30.10.2021 5 | #if UNITY_EDITOR 6 | using System.Collections.Generic; 7 | using UnityEditor; 8 | using UnityEngine; 9 | namespace JahnStar.AreaSpawner 10 | { 11 | [ExecuteInEditMode] 12 | public class HeyArea : MonoBehaviour 13 | { 14 | public Terrain terrain; 15 | [HideInInspector] 16 | public LineRenderer lineRenderer; 17 | [HideInInspector] 18 | public int pointCount; 19 | float pointHeight; 20 | private AreaSpawner spawner; 21 | public List objects = new List(); 22 | private void Update() 23 | { 24 | if (!spawner) spawner = transform.root.GetComponent(); 25 | if (!lineRenderer) 26 | { 27 | if (GetComponent()) lineRenderer = GetComponent(); 28 | else 29 | { 30 | lineRenderer = gameObject.AddComponent(); 31 | lineRenderer.loop = true; 32 | lineRenderer.material = spawner.selectedMat; 33 | lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; 34 | } 35 | } 36 | 37 | pointCount = transform.childCount; 38 | 39 | lineRenderer.positionCount = pointCount; 40 | if (!terrain && Terrain.activeTerrains.Length == 1) terrain = Terrain.activeTerrain; 41 | else if (!terrain) 42 | { 43 | Debug.Log(gameObject); 44 | Debug.Log("Please, select a Terrain!"); 45 | } 46 | for (int i = 0; i < pointCount; i++) 47 | { 48 | Vector3 poz = transform.GetChild(i).position; 49 | poz.y = terrain.SampleHeight(poz) + pointHeight; 50 | transform.GetChild(i).position = poz; 51 | 52 | lineRenderer.SetPosition(i, transform.GetChild(i).position); 53 | } 54 | if (spawner.editMode && Selection.activeObject == gameObject) spawner.ChooseArea(int.Parse(gameObject.name.Split('_')[1])); 55 | } 56 | public void ResizePoint(float pointSize, float lineThickness) 57 | { 58 | if (lineRenderer) 59 | { 60 | pointHeight = lineThickness / 2; 61 | lineRenderer.startWidth = lineRenderer.endWidth = lineThickness; 62 | } 63 | for (int i = 0; i < pointCount; i++) transform.GetChild(i).localScale = new Vector3(pointSize, pointSize, pointSize); 64 | } 65 | public void DestroySelf() => Undo.DestroyObjectImmediate(gameObject); 66 | // block deleting 67 | protected virtual void OnEnable() => EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI; 68 | protected virtual void OnDisable() => EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyGUI; 69 | // disable the ability to delete GameObjects in Scene view 70 | protected virtual void OnSceneGUI() => InterceptKeyboardDelete(); 71 | // disable the ability to delete GameObjects in Hierarchy view 72 | protected virtual void OnHierarchyGUI(int instanceID, Rect selectionRect) => InterceptKeyboardDelete(); 73 | // intercept keyboard delete event 74 | private void InterceptKeyboardDelete() 75 | { 76 | var e = Event.current; 77 | if (Selection.activeObject == gameObject && e.keyCode == KeyCode.Delete) 78 | { 79 | //e.Use(); // warning 80 | e.type = EventType.Used; 81 | spawner.ChooseArea(int.Parse(gameObject.name.Split('_')[1])); 82 | } 83 | } 84 | } 85 | } 86 | #endif -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/HeyArea.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fdd661835cc78814c8e615cd6d167d5b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e34e8659c95c39c43bc81eeb84650bd2 3 | PluginImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | iconMap: {} 7 | executionOrder: {} 8 | defineConstraints: [] 9 | isPreloaded: 0 10 | isOverridable: 0 11 | isExplicitlyReferenced: 0 12 | validateReferences: 1 13 | platformData: 14 | - first: 15 | Any: 16 | second: 17 | enabled: 1 18 | settings: {} 19 | - first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | - first: 26 | Windows Store Apps: WindowsStoreApps 27 | second: 28 | enabled: 0 29 | settings: 30 | CPU: AnyCPU 31 | userData: 32 | assetBundleName: 33 | assetBundleVariant: 34 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll/Creator.cs: -------------------------------------------------------------------------------- 1 | //Developed by Halil Emre Yildiz - @Jahn_Star (All right reserved. 2020) 2 | //https://jahnstar.github.io/donate/ 3 | // Last Edit: 18.10.2020 4 | using UnityEngine; 5 | using JahnStar.HeyTriangulator; 6 | using UnityEditor; 7 | 8 | namespace JahnStar.AreaSpawner 9 | { 10 | public class Creator 11 | { 12 | /// 13 | /// Developed by Halil Emre Yildiz - @Jahn_Star 14 | /// 15 | /// 16 | /// 17 | /// 18 | /// 19 | /// 20 | /// 21 | /// 22 | /// 23 | public static Transform SpawnObjectInArea(GameObject gameObject, Vector2 scaleRange, Vector2 rotRange, int count, Transform pointsParent, Transform mainParent, Generator.RandomType randomType, Terrain terrain, bool areaRender = false) 24 | { 25 | // Create Vector2D vertices 26 | Vector3[] points = new Vector3[pointsParent.childCount]; 27 | for (int i = 0; i < points.Length; i++) points[i] = pointsParent.GetChild(i).localPosition; 28 | Mesh mesh = Generator.PointsToMesh(points); 29 | 30 | Transform parent = new GameObject(pointsParent.name + " (" + gameObject.name + ")").transform; 31 | parent.parent = mainParent; 32 | parent.SetPositionAndRotation(new Vector3(pointsParent.position.x, 0, pointsParent.position.z), pointsParent.rotation); 33 | 34 | Vector3[] randomPoints = Generator.PickRandomLocations(mesh, randomType, count); 35 | 36 | for (int i = 0; i < randomPoints.Length; ++i) 37 | { 38 | Vector3 poz3 = randomPoints[i]; 39 | Transform newPoint; 40 | try 41 | { 42 | #if UNITY_EDITOR 43 | newPoint = (PrefabUtility.InstantiatePrefab(gameObject) as GameObject).transform; 44 | newPoint.transform.parent = parent; 45 | #else 46 | throw new System.Exception(); 47 | #endif 48 | } 49 | catch 50 | { 51 | newPoint = GameObject.Instantiate(gameObject, parent).transform; 52 | } 53 | 54 | float randomScale = Random.Range(scaleRange.x, scaleRange.y); 55 | Vector3 newScale = newPoint.localScale; 56 | newScale *= randomScale; 57 | if (scaleRange.x > 0 && scaleRange.y > 0) newPoint.localScale = newScale; 58 | 59 | float randomRot = Random.Range(rotRange.x, rotRange.y); 60 | Vector3 newRot = newPoint.localRotation.eulerAngles; 61 | newRot.y += randomRot; 62 | if (rotRange != Vector2.zero) newPoint.localRotation = Quaternion.Euler(newRot); 63 | 64 | newPoint.localPosition = new Vector3(poz3.x, 0, poz3.z); 65 | newPoint.localPosition = new Vector3(poz3.x, terrain.SampleHeight(newPoint.position), poz3.z); 66 | } 67 | 68 | if (areaRender) 69 | { 70 | // Set up game object with mesh; 71 | GameObject alanObj = new GameObject(pointsParent.name + "_mesh"); 72 | alanObj.transform.parent = parent; 73 | alanObj.transform.position = new Vector3(pointsParent.position.x, pointsParent.position.y, pointsParent.position.z); 74 | MeshRenderer renderer = (MeshRenderer)alanObj.AddComponent(typeof(MeshRenderer)); 75 | MeshFilter filter = alanObj.AddComponent(typeof(MeshFilter)) as MeshFilter; 76 | filter.mesh = mesh; 77 | //renderer.material = GameObject.CreatePrimitive(PrimitiveType.Plane).GetComponent().sharedMaterial; 78 | //renderer.material.color = Color.cyan; 79 | } 80 | 81 | return parent; 82 | } 83 | } 84 | } -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll/Creator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b0ee238edd206c4599be5dbf88b54b2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll/Generator.cs: -------------------------------------------------------------------------------- 1 | //Developed by Halil Emre Yildiz - @Jahn_Star (All right reserved. 2020) 2 | //https://jahnstar.github.io/donate/ 3 | // Last Edit: 18.10.2020 4 | using UnityEngine; 5 | namespace JahnStar.HeyTriangulator 6 | { 7 | public class Generator 8 | { 9 | int by_JahnStar; 10 | public enum RandomType { fair, equal }; 11 | public static Mesh PointsToMesh(Vector3[] vertices) 12 | { 13 | Vector2[] vertices2D = new Vector2[vertices.Length]; 14 | for (int i = 0; i < vertices.Length; i++) vertices2D[i] = new Vector2(vertices[i].x, vertices[i].z); 15 | 16 | // Use the triangulator to get indices for creating triangles 17 | Triangulator tr = new Triangulator(vertices2D); 18 | int[] indices = tr.Triangulate(); 19 | 20 | // Create new mesh 21 | Mesh newMesh = new Mesh(); 22 | newMesh.vertices = vertices; 23 | newMesh.triangles = indices; 24 | newMesh.RecalculateNormals(); 25 | newMesh.RecalculateBounds(); 26 | 27 | return newMesh; 28 | } 29 | public static Vector3[] PickRandomLocations(Mesh mesh, RandomType type = RandomType.fair, int count = 1) 30 | { 31 | Vector3[] points = new Vector3[count]; 32 | int equal_order = 0; 33 | for (int i = 0; i < count; i++) 34 | { 35 | Triangle tri = PickRandomTriangle(mesh, type, ref equal_order); 36 | Vector2 randPos = RandomWithinTriangle(tri); 37 | points[i] = new Vector3(randPos.x, 0f, randPos.y); 38 | } 39 | return points; 40 | } 41 | /// 42 | /// Returns a 'Triangle' if 'type' is 'RandomType.fail' 43 | /// 44 | public static Triangle PickRandomTriangle(Mesh mesh, RandomType type, ref int equal_triOrder) 45 | { 46 | switch (type) 47 | { 48 | case RandomType.fair: 49 | { 50 | Vector3[] verts = mesh.vertices; 51 | int[] tris = mesh.triangles; 52 | 53 | int totalArea = 0; 54 | int[] trisArea = new int[tris.Length]; 55 | for (int i = 0; i < tris.Length; i += 3) 56 | { 57 | trisArea[i] = (int)TriArea(new Triangle(verts[tris[i]], verts[tris[i + 1]], verts[tris[i + 2]])); 58 | totalArea += trisArea[i]; 59 | } 60 | 61 | var rng = Random.Range(0f, (float)totalArea); 62 | for (int i = 0; i < tris.Length; i += 3) 63 | { 64 | Triangle triangle = new Triangle(verts[tris[i]], verts[tris[i + 1]], verts[tris[i + 2]]); 65 | if (rng < TriArea(triangle)) return triangle; 66 | rng -= TriArea(triangle); 67 | } 68 | } 69 | break; 70 | case RandomType.equal: 71 | { 72 | Vector3[] verts = mesh.vertices; 73 | int[] tris = mesh.triangles; 74 | 75 | if (equal_triOrder >= tris.Length) equal_triOrder = 0; 76 | Triangle triangle = new Triangle(verts[tris[equal_triOrder]], verts[tris[equal_triOrder + 1]], verts[tris[equal_triOrder + 2]]); 77 | equal_triOrder += 3; 78 | return triangle; 79 | } 80 | } 81 | throw new System.Exception("Buraya gelemez"); 82 | } 83 | public static Vector2 RandomWithinTriangle(Triangle triangle) 84 | { 85 | var r1 = Mathf.Sqrt(Random.Range(0f, 1f)); 86 | var r2 = Random.Range(0f, 1f); 87 | var m1 = 1 - r1; 88 | var m2 = r1 * (1 - r2); 89 | var m3 = r2 * r1; 90 | 91 | var p1 = triangle.vertex1_vector2; 92 | var p2 = triangle.vertex2_vector2; 93 | var p3 = triangle.vertex3_vector2; 94 | return (m1 * p1) + (m2 * p2) + (m3 * p3); 95 | } 96 | public static float TriArea(Triangle triangle) 97 | { 98 | var p1 = triangle.vertex1_vector2; 99 | var p2 = triangle.vertex2_vector2; 100 | var p3 = triangle.vertex3_vector2; 101 | Vector3 V = Vector3.Cross(p1 - p2, p1 - p3); 102 | return V.magnitude * 0.5f; 103 | } 104 | 105 | public static bool ContainsPoint(Vector2[] polyPoints, Vector2 checkPoint) 106 | { 107 | var p = checkPoint; 108 | var j = polyPoints.Length - 1; 109 | var inside = false; 110 | for (int i = 0; i < polyPoints.Length; j = i++) 111 | { 112 | var pi = polyPoints[i]; 113 | var pj = polyPoints[j]; 114 | if (((pi.y <= p.y && p.y < pj.y) || (pj.y <= p.y && p.y < pi.y)) && (p.x < (pj.x - pi.x) * (p.y - pi.y) / (pj.y - pi.y) + pi.x)) 115 | inside = !inside; 116 | } 117 | return inside; 118 | } 119 | } 120 | public class Triangle 121 | { 122 | public Vector2 vertex1_vector2, vertex2_vector2, vertex3_vector2; 123 | public Vector3 vertex1_vector3, vertex2_vector3, vertex3_vector3; 124 | public Triangle(Vector3 vertex1, Vector3 vertex2, Vector3 vertex3) 125 | { 126 | vertex1_vector3 = vertex1; 127 | vertex2_vector3 = vertex2; 128 | vertex3_vector3 = vertex3; 129 | 130 | vertex1_vector2 = new Vector2(vertex1.x, vertex1.z); 131 | vertex2_vector2 = new Vector2(vertex2.x, vertex2.z); 132 | vertex3_vector2 = new Vector2(vertex3.x, vertex3.z); 133 | } 134 | } 135 | 136 | } -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll/Generator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 632c8863c4344914a9224863fa51e48e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll/Triangulator.cs: -------------------------------------------------------------------------------- 1 | //https://jahnstar.github.io/donate/ 2 | //First version URL: http://wiki.unity3d.com/index.php?title=Triangulator 3 | using UnityEngine; 4 | using System.Collections.Generic; 5 | 6 | namespace JahnStar.HeyTriangulator 7 | { 8 | public class Triangulator 9 | { 10 | private List m_points = new List(); 11 | public Triangulator(Vector2[] points) 12 | { 13 | m_points = new List(points); 14 | } 15 | public int[] Triangulate() 16 | { 17 | List indices = new List(); 18 | 19 | int n = m_points.Count; 20 | if (n < 3) 21 | return indices.ToArray(); 22 | 23 | int[] V = new int[n]; 24 | if (Area() > 0) 25 | { 26 | for (int v = 0; v < n; v++) 27 | V[v] = v; 28 | } 29 | else 30 | { 31 | for (int v = 0; v < n; v++) 32 | V[v] = (n - 1) - v; 33 | } 34 | 35 | int nv = n; 36 | int count = 2 * nv; 37 | for (int v = nv - 1; nv > 2;) 38 | { 39 | if ((count--) <= 0) 40 | return indices.ToArray(); 41 | 42 | int u = v; 43 | if (nv <= u) 44 | u = 0; 45 | v = u + 1; 46 | if (nv <= v) 47 | v = 0; 48 | int w = v + 1; 49 | if (nv <= w) 50 | w = 0; 51 | 52 | if (Snip(u, v, w, nv, V)) 53 | { 54 | int a, b, c, s, t; 55 | a = V[u]; 56 | b = V[v]; 57 | c = V[w]; 58 | indices.Add(a); 59 | indices.Add(b); 60 | indices.Add(c); 61 | for (s = v, t = v + 1; t < nv; s++, t++) 62 | V[s] = V[t]; 63 | nv--; 64 | count = 2 * nv; 65 | } 66 | } 67 | 68 | indices.Reverse(); 69 | return indices.ToArray(); 70 | } 71 | 72 | private float Area() 73 | { 74 | int n = m_points.Count; 75 | float A = 0.0f; 76 | for (int p = n - 1, q = 0; q < n; p = q++) 77 | { 78 | Vector2 pval = m_points[p]; 79 | Vector2 qval = m_points[q]; 80 | A += pval.x * qval.y - qval.x * pval.y; 81 | } 82 | return (A * 0.5f); 83 | } 84 | 85 | private bool Snip(int u, int v, int w, int n, int[] V) 86 | { 87 | int p; 88 | Vector2 A = m_points[V[u]]; 89 | Vector2 B = m_points[V[v]]; 90 | Vector2 C = m_points[V[w]]; 91 | if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x)))) 92 | return false; 93 | for (p = 0; p < n; p++) 94 | { 95 | if ((p == u) || (p == v) || (p == w)) 96 | continue; 97 | Vector2 P = m_points[V[p]]; 98 | if (InsideTriangle(A, B, C, P)) 99 | return false; 100 | } 101 | return true; 102 | } 103 | private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P) 104 | { 105 | float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; 106 | float cCROSSap, bCROSScp, aCROSSbp; 107 | 108 | ax = C.x - B.x; ay = C.y - B.y; 109 | bx = A.x - C.x; by = A.y - C.y; 110 | cx = B.x - A.x; cy = B.y - A.y; 111 | apx = P.x - A.x; apy = P.y - A.y; 112 | bpx = P.x - B.x; bpy = P.y - B.y; 113 | cpx = P.x - C.x; cpy = P.y - C.y; 114 | 115 | aCROSSbp = ax * bpy - ay * bpx; 116 | cCROSSap = cx * apy - cy * apx; 117 | bCROSScp = bx * cpy - by * cpx; 118 | 119 | return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)); 120 | } 121 | } 122 | } 123 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/JahnstarTriangulator.dll/Triangulator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5f14455e37150e24f87a12715f511b94 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/SpawnObjectProperty.cs: -------------------------------------------------------------------------------- 1 | //Developed by Halil Emre Yildiz - @Jahn_Star 2 | //https://github.com/JahnStar/Hey-Area-Object-Spawner 3 | //https://jahnstar.github.io/donate/ 4 | // Last Update: 29.10.2021 5 | using UnityEngine; 6 | using RandomType = JahnStar.HeyTriangulator.Generator.RandomType; 7 | [CreateAssetMenu(menuName = "Hey Area Spawner/SpawnObjectProperty", fileName = "Spawn Object Property")] 8 | public class SpawnObjectProperty : ScriptableObject 9 | { 10 | [Header("Resources")] 11 | public GameObject gameObject; 12 | public RandomType type; 13 | public int count = 1; 14 | [Header("(Min-Max)")] 15 | public Vector2 randomScale = Vector2.one; 16 | public Vector2 randomRotation = new Vector2(-360, 360); 17 | } -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Scripts/SpawnObjectProperty.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c96f2557557d240b7a5ec9a45efd5e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Tutorial.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20372d006dbb5c64aa9cb3867d4809cb 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Tutorial/0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/JahnStar/Hey-Area-Object-Spawner/01bceca2bd044ba570950c55abc90d358fcd58f4/Assets/JSGames/HeyAreaSpawner/Tutorial/0.png -------------------------------------------------------------------------------- /Assets/JSGames/HeyAreaSpawner/Tutorial/0.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8793d3e32d8390f4aa6cbb7657bb97b8 3 | TextureImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 11 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | streamingMipmaps: 0 25 | streamingMipmapsPriority: 0 26 | vTOnly: 0 27 | grayScaleToAlpha: 0 28 | generateCubemap: 6 29 | cubemapConvolution: 0 30 | seamlessCubemap: 0 31 | textureFormat: 1 32 | maxTextureSize: 2048 33 | textureSettings: 34 | serializedVersion: 2 35 | filterMode: 1 36 | aniso: 1 37 | mipBias: 0 38 | wrapU: 0 39 | wrapV: 0 40 | wrapW: 0 41 | nPOTScale: 1 42 | lightmap: 0 43 | compressionQuality: 50 44 | spriteMode: 0 45 | spriteExtrude: 1 46 | spriteMeshType: 1 47 | alignment: 0 48 | spritePivot: {x: 0.5, y: 0.5} 49 | spritePixelsToUnits: 100 50 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 51 | spriteGenerateFallbackPhysicsShape: 1 52 | alphaUsage: 1 53 | alphaIsTransparency: 0 54 | spriteTessellationDetail: -1 55 | textureType: 0 56 | textureShape: 1 57 | singleChannelComponent: 0 58 | flipbookRows: 1 59 | flipbookColumns: 1 60 | maxTextureSizeSet: 0 61 | compressionQualitySet: 0 62 | textureFormatSet: 0 63 | ignorePngGamma: 0 64 | applyGammaDecoding: 0 65 | platformSettings: 66 | - 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serializedVersion: 3 67 | buildTarget: DefaultTexturePlatform 68 | maxTextureSize: 2048 69 | resizeAlgorithm: 0 70 | textureFormat: -1 71 | textureCompression: 1 72 | compressionQuality: 50 73 | crunchedCompression: 0 74 | allowsAlphaSplitting: 0 75 | overridden: 0 76 | androidETC2FallbackOverride: 0 77 | forceMaximumCompressionQuality_BC6H_BC7: 0 78 | spriteSheet: 79 | serializedVersion: 2 80 | sprites: [] 81 | outline: [] 82 | physicsShape: [] 83 | bones: [] 84 | spriteID: 85 | internalID: 0 86 | vertices: [] 87 | indices: 88 | edges: [] 89 | weights: [] 90 | secondaryTextures: [] 91 | spritePackingTag: 92 | pSDRemoveMatte: 0 93 | pSDShowRemoveMatteOption: 0 94 | userData: 95 | assetBundleName: 96 | assetBundleVariant: 97 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020-2023 Halil Emre Yildiz 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.11.2", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.11", 6 | "com.unity.ide.vscode": "1.2.4", 7 | "com.unity.test-framework": "1.1.29", 8 | "com.unity.textmeshpro": "3.0.6", 9 | "com.unity.timeline": "1.4.8", 10 | "com.unity.ugui": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.androidjni": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Hey Area Object Spawner v1.4 2 | 3 |

4 | 5 | 6 | 7 | 8 | 9 |

Spawn Random Objects Inside The Complex Areas! (in unity)

10 | Hey Area Object Spawner is a user-friendly level design tool that enables you to generate random objects within a complex area on a terrain. The spawning hierarchy system allows for the efficient creation of complex area spawning systems (defined as polygons from points), saving you time in level design!

11 | 12 |

13 |
Click for tutorial video
14 |

15 | 16 |

The plugin is available for free on the Unity Asset Store: Click for add to your unity assets

17 | 18 | Features: 19 | * Spawn objects with random scales and rotations 20 | * Unlimited complex area creation (polygons from points) 21 | * Add an unlimited number of object properties 22 | * Edit areas within the editor and save as prefab 23 | * Generate objects with attached colliders and scripts 24 | * Determine if a point lies within a defined area (using a provided function) 25 | * You can also use it as a **Procedural Foliage Spawner** 26 | 27 | ## How To Use 28 | 1. Drag and drop the spawner into the hierarchy.
29 | 30 | 2. Create a spawn object property.

31 | 32 | 3. Select your spawn object and edit spawner properties.

33 | 34 | 4. Press Ctrl + Shift + Click to create a point and define a new area.
35 | Click again to add additional points.
36 | Add your spawn properties to the spawner and spawn objects.

37 | 38 | New UI

39 | 40 | Controls 41 | 42 | - Create Point: **SHIFT+CLICK** 43 | - Create Area: **CTRL+SHIFT+CLICK** 44 | - Delete Selected Area: **BACKSPACE** 45 | 46 | System Requirements 47 | 48 | Unity 2020.1.0 or later versions. 49 | 50 | ## License 51 | 52 | MIT License 53 | 54 | Copyright (c) 2020 Halil Emre Yildiz 55 | 56 | Permission is hereby granted, free of charge, to any person obtaining a copy 57 | of this software and associated documentation files (the "Software"), to deal 58 | in the Software without restriction, including without limitation the rights 59 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 60 | copies of the Software, and to permit persons to whom the Software is 61 | furnished to do so, subject to the following conditions: 62 | 63 | The above copyright notice and this permission notice shall be included in all 64 | copies or substantial portions of the Software. 65 | 66 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 67 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 68 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 69 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 70 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 71 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 72 | SOFTWARE. 73 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | RecentlyUsedScenePath-0: 9 | value: 224247031146467308172d3015226c001700162f3e67023520265200e1e53a3dadce25e5e6343b722c0ce6281d 10 | flags: 0 11 | vcSharedLogLevel: 12 | value: 0d5e400f0650 13 | flags: 0 14 | m_VCAutomaticAdd: 1 15 | m_VCDebugCom: 0 16 | m_VCDebugCmd: 0 17 | m_VCDebugOut: 0 18 | m_SemanticMergeMode: 2 19 | m_VCShowFailedCheckout: 1 20 | m_VCOverwriteFailedCheckoutAssets: 1 21 | m_VCProjectOverlayIcons: 1 22 | m_VCHierarchyOverlayIcons: 1 23 | m_VCOtherOverlayIcons: 1 24 | m_VCAllowAsyncUpdate: 1 25 | --------------------------------------------------------------------------------