├── .gitignore ├── Assets ├── Example.meta ├── Example │ ├── Example.unity │ ├── Example.unity.meta │ ├── Park.meta │ ├── Park │ │ ├── MainScene.unity │ │ ├── MainScene.unity.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Illumin.mat │ │ │ ├── Illumin.mat.meta │ │ │ ├── Park_Material.mat │ │ │ └── Park_Material.mat.meta │ │ ├── Models.meta │ │ ├── Models │ │ │ ├── NaturePark.fbx │ │ │ ├── NaturePark.fbx.meta │ │ │ ├── NatureParkAutumn.fbx │ │ │ └── NatureParkAutumn.fbx.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── Bench.prefab │ │ │ ├── Bench.prefab.meta │ │ │ ├── BenchTable.prefab │ │ │ ├── BenchTable.prefab.meta │ │ │ ├── Boat.prefab │ │ │ ├── Boat.prefab.meta │ │ │ ├── Bridge.prefab │ │ │ ├── Bridge.prefab.meta │ │ │ ├── Bush.prefab │ │ │ ├── Bush.prefab.meta │ │ │ ├── DoubleBench.prefab │ │ │ ├── DoubleBench.prefab.meta │ │ │ ├── FanceConnector.prefab │ │ │ ├── FanceConnector.prefab.meta │ │ │ ├── Fence_0.prefab │ │ │ ├── Fence_0.prefab.meta │ │ │ ├── Flowers.prefab │ │ │ ├── Flowers.prefab.meta │ │ │ ├── Fountain1.prefab │ │ │ ├── Fountain1.prefab.meta │ │ │ ├── Fountain_1.prefab │ │ │ ├── Fountain_1.prefab.meta │ │ │ ├── GrassTile.prefab │ │ │ ├── GrassTile.prefab.meta │ │ │ ├── Lamp.prefab │ │ │ ├── Lamp.prefab.meta │ │ │ ├── Rock.prefab │ │ │ ├── Rock.prefab.meta │ │ │ ├── Tile_Area.prefab │ │ │ ├── Tile_Area.prefab.meta │ │ │ ├── Tile_Area2.prefab │ │ │ ├── Tile_Area2.prefab.meta │ │ │ ├── Tile_Corner.prefab │ │ │ ├── Tile_Corner.prefab.meta │ │ │ ├── Tile_High.prefab │ │ │ ├── Tile_High.prefab.meta │ │ │ ├── Tile_Intersection.prefab │ │ │ ├── Tile_Intersection.prefab.meta │ │ │ ├── Tile_Intersection2.prefab │ │ │ ├── Tile_Intersection2.prefab.meta │ │ │ ├── Tile_Road.prefab │ │ │ ├── Tile_Road.prefab.meta │ │ │ ├── Tole_Med.prefab │ │ │ ├── Tole_Med.prefab.meta │ │ │ ├── Trassh Bin.prefab │ │ │ ├── Trassh Bin.prefab.meta │ │ │ ├── Tree_1.prefab │ │ │ ├── Tree_1.prefab.meta │ │ │ ├── Tree_1_Autumn.prefab │ │ │ ├── Tree_1_Autumn.prefab.meta │ │ │ ├── Tree_2.prefab │ │ │ ├── Tree_2.prefab.meta │ │ │ ├── Tree_2_Autumn.prefab │ │ │ ├── Tree_2_Autumn.prefab.meta │ │ │ ├── Tree_3.prefab │ │ │ ├── Tree_3.prefab.meta │ │ │ ├── Tree_3_Autumn.prefab │ │ │ ├── Tree_3_Autumn.prefab.meta │ │ │ ├── Tree_4.prefab │ │ │ ├── Tree_4.prefab.meta │ │ │ ├── Tree_4_Autumn.prefab │ │ │ ├── Tree_4_Autumn.prefab.meta │ │ │ ├── Tree_5.prefab │ │ │ ├── Tree_5.prefab.meta │ │ │ ├── Tree_5_Autumn.prefab │ │ │ ├── Tree_5_Autumn.prefab.meta │ │ │ ├── WaterTile..prefab │ │ │ ├── WaterTile..prefab.meta │ │ │ ├── Wooden Bridge.prefab │ │ │ └── Wooden Bridge.prefab.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Park-Specular.tga │ │ │ ├── Park-Specular.tga.meta │ │ │ ├── Park-Texture.tga │ │ │ ├── Park-Texture.tga.meta │ │ │ ├── SKY_Mat.mat │ │ │ └── SKY_Mat.mat.meta │ ├── Prefab.meta │ └── Prefab │ │ ├── ModularExample.prefab │ │ └── ModularExample.prefab.meta ├── ModularSystem.meta └── ModularSystem │ ├── Editor.meta │ ├── Editor │ ├── ModularEditor.cs │ └── ModularEditor.cs.meta │ ├── ModularClass.cs │ ├── ModularClass.cs.meta │ ├── ModularSystem.cs │ └── ModularSystem.cs.meta ├── LICENSE ├── LICENSE.meta ├── ModularSystem.meta ├── README.md ├── README.md.meta ├── Screenshots.meta ├── Screenshots ├── editor.PNG ├── editor.PNG.meta ├── preview.PNG └── preview.PNG.meta ├── _config.yml └── src ├── UnityModularSystem-With Example.unitypackage └── UnityModularSystem.unitypackage /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /[Pp]rojectSettings/ 7 | /[Pp]ackages/ 8 | 9 | # Autogenerated VS/MD solution and project files 10 | ExportedObj/ 11 | *.csproj 12 | *.unityproj 13 | *.sln 14 | *.suo 15 | *.tmp 16 | *.user 17 | *.userprefs 18 | *.pidb 19 | *.booproj 20 | *.svd 21 | 22 | 23 | # Unity3D generated meta files 24 | *.pidb.meta 25 | 26 | # Unity3D Generated File On Crash Reports 27 | sysinfo.txt 28 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| - name: Tree_1_Autumn 419 | position: {x: 0, y: 1.24, z: 0} 420 | rotation: {x: -90, y: 0, z: 0} 421 | scale: {x: 1, y: 1, z: 1} 422 | prefab: {fileID: 133324, guid: a15073618cf119244b61ca28799a1d6c, type: 2} 423 | weight: 0 424 | - name: Tree_2 425 | position: {x: 0, y: 1.18, z: 0} 426 | rotation: {x: -90, y: 0, z: 0} 427 | scale: {x: 1, y: 1, z: 1} 428 | prefab: {fileID: 151392, guid: 018f99568725bb74a95da394773e483b, type: 2} 429 | weight: 0 430 | - name: Tree_2_Autumn 431 | position: {x: 0, y: 1.27, z: 0} 432 | rotation: {x: -90, y: 0, z: 0} 433 | scale: {x: 1, y: 1, z: 1} 434 | prefab: {fileID: 198420, guid: 8248f278a99a4a046823f1fd3bbacc23, type: 2} 435 | weight: 0 436 | - name: Tree_3 437 | position: {x: 0, y: 0.95, z: 0} 438 | rotation: {x: -90, y: 0, z: 0} 439 | scale: {x: 1, y: 1, z: 1} 440 | prefab: {fileID: 188120, guid: c8a2cf893b362b14784799d9219265da, type: 2} 441 | weight: 0 442 | - name: Tree_3_Autumn 443 | position: {x: 0, y: 0.98, z: 0} 444 | rotation: {x: -90, y: 0, z: 0} 445 | scale: {x: 1, y: 1, z: 1} 446 | prefab: {fileID: 100702, guid: 57055804781fa4347b667ebf0a73f239, type: 2} 447 | weight: 0 448 | - name: Tree_4 449 | position: {x: 0, y: 0.91, z: 0} 450 | rotation: {x: -90, y: 0, z: 0} 451 | scale: {x: 1, y: 1, z: 1} 452 | prefab: {fileID: 119206, guid: db9e8f7bc8c5778479ddc55486de4558, type: 2} 453 | weight: 0 454 | - name: Tree_4_Autumn 455 | position: {x: 0, y: 0.89, z: 0} 456 | rotation: {x: -90, y: 0, z: 0} 457 | scale: {x: 1, y: 1, z: 1} 458 | prefab: {fileID: 107626, guid: bcc0a35f1415b2745a222e14393d4318, type: 2} 459 | weight: 0 460 | - isActivate: 1 461 | name: Corner3 462 | attachTransform: {fileID: 4000012849063128} 463 | partList: 464 | - name: Tree_1 465 | position: {x: 0, y: 1.26, z: 0} 466 | rotation: {x: -90, y: 0, z: 0} 467 | scale: {x: 1, y: 1, z: 1} 468 | prefab: {fileID: 182448, guid: 357a66039fecd22469b4e4ea64729751, type: 2} 469 | weight: 0 470 | - name: Tree_1_Autumn 471 | position: {x: 0, y: 1.24, z: 0} 472 | rotation: {x: -90, y: 0, z: 0} 473 | scale: {x: 1, y: 1, z: 1} 474 | prefab: {fileID: 133324, guid: a15073618cf119244b61ca28799a1d6c, type: 2} 475 | weight: 0 476 | - name: Tree_2 477 | position: {x: 0, y: 1.18, z: 0} 478 | rotation: {x: -90, y: 0, z: 0} 479 | scale: {x: 1, y: 1, z: 1} 480 | prefab: {fileID: 151392, guid: 018f99568725bb74a95da394773e483b, type: 2} 481 | weight: 0 482 | - name: Tree_2_Autumn 483 | position: {x: 0, y: 1.27, z: 0} 484 | rotation: {x: -90, y: 0, z: 0} 485 | scale: {x: 1, y: 1, z: 1} 486 | prefab: {fileID: 198420, guid: 8248f278a99a4a046823f1fd3bbacc23, type: 2} 487 | weight: 0 488 | - name: Tree_3 489 | position: {x: 0, y: 0.95, z: 0} 490 | rotation: {x: -90, y: 0, z: 0} 491 | scale: {x: 1, y: 1, z: 1} 492 | prefab: {fileID: 188120, guid: c8a2cf893b362b14784799d9219265da, type: 2} 493 | weight: 0 494 | - name: Tree_3_Autumn 495 | position: {x: 0, y: 0.98, z: 0} 496 | rotation: {x: -90, y: 0, z: 0} 497 | scale: {x: 1, y: 1, z: 1} 498 | prefab: {fileID: 100702, guid: 57055804781fa4347b667ebf0a73f239, type: 2} 499 | weight: 0 500 | - name: Tree_4 501 | position: {x: 0, y: 0.91, z: 0} 502 | rotation: {x: -90, y: 0, z: 0} 503 | scale: {x: 1, y: 1, z: 1} 504 | prefab: {fileID: 119206, guid: db9e8f7bc8c5778479ddc55486de4558, type: 2} 505 | weight: 0 506 | - name: Tree_4_Autumn 507 | position: {x: 0, y: 0.89, z: 0} 508 | rotation: {x: -90, y: 0, z: 0} 509 | scale: {x: 1, y: 1, z: 1} 510 | prefab: {fileID: 107626, guid: bcc0a35f1415b2745a222e14393d4318, type: 2} 511 | weight: 0 512 | - isActivate: 1 513 | name: Corner4 514 | attachTransform: {fileID: 4000012788632710} 515 | partList: 516 | - name: Tree_1 517 | position: {x: 0, y: 1.26, z: 0} 518 | rotation: {x: -90, y: 0, z: 0} 519 | scale: {x: 1, y: 1, z: 1} 520 | prefab: {fileID: 182448, guid: 357a66039fecd22469b4e4ea64729751, type: 2} 521 | weight: 0 522 | - name: Tree_1_Autumn 523 | position: {x: 0, y: 1.24, z: 0} 524 | rotation: {x: -90, y: 0, z: 0} 525 | scale: {x: 1, y: 1, z: 1} 526 | prefab: {fileID: 133324, guid: a15073618cf119244b61ca28799a1d6c, type: 2} 527 | weight: 0 528 | - name: Tree_2 529 | position: {x: 0, y: 1.18, z: 0} 530 | rotation: {x: -90, y: 0, z: 0} 531 | scale: {x: 1, y: 1, z: 1} 532 | prefab: {fileID: 151392, guid: 018f99568725bb74a95da394773e483b, type: 2} 533 | weight: 0 534 | - name: Tree_2_Autumn 535 | position: {x: 0, y: 1.27, z: 0} 536 | rotation: {x: -90, y: 0, z: 0} 537 | scale: {x: 1, y: 1, z: 1} 538 | prefab: {fileID: 198420, guid: 8248f278a99a4a046823f1fd3bbacc23, type: 2} 539 | weight: 0 540 | - name: Tree_3 541 | position: {x: 0, y: 0.95, z: 0} 542 | rotation: {x: -90, y: 0, z: 0} 543 | scale: {x: 1, y: 1, z: 1} 544 | prefab: {fileID: 188120, guid: c8a2cf893b362b14784799d9219265da, type: 2} 545 | weight: 0 546 | - name: Tree_3_Autumn 547 | position: {x: 0, y: 0.98, z: 0} 548 | rotation: {x: -90, y: 0, z: 0} 549 | scale: {x: 1, y: 1, z: 1} 550 | prefab: {fileID: 100702, guid: 57055804781fa4347b667ebf0a73f239, type: 2} 551 | weight: 0 552 | - name: Tree_4 553 | position: {x: 0, y: 0.91, z: 0} 554 | rotation: {x: -90, y: 0, z: 0} 555 | scale: {x: 1, y: 1, z: 1} 556 | prefab: {fileID: 119206, guid: db9e8f7bc8c5778479ddc55486de4558, type: 2} 557 | weight: 0 558 | - name: Tree_4_Autumn 559 | position: {x: 0, y: 0.89, z: 0} 560 | rotation: {x: -90, y: 0, z: 0} 561 | scale: {x: 1, y: 1, z: 1} 562 | prefab: {fileID: 107626, guid: bcc0a35f1415b2745a222e14393d4318, type: 2} 563 | weight: 0 564 | -------------------------------------------------------------------------------- /Assets/Example/Prefab/ModularExample.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 23c97cb63f58f8c49998d5a42ca5e741 3 | timeCreated: 1478491803 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ModularSystem.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36423fa00762046a690eb71a4f8962fe 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ModularSystem/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 191ac5e5a30f86f4797f78ce29f99232 3 | folderAsset: yes 4 | timeCreated: 1477865909 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ModularSystem/Editor/ModularEditor.cs: -------------------------------------------------------------------------------- 1 | // Editor script of modular system 2 | // Author: Heavyskymobile - Rozx 3 | // Date: 2018-06-11 4 | // Version 0.4 5 | 6 | 7 | 8 | using UnityEngine; 9 | using UnityEditor; 10 | using UnityEditorInternal; 11 | using System.Collections.Generic; 12 | 13 | namespace ModularSystem{ 14 | 15 | [CustomEditor(typeof(ModularSystem))] 16 | public class ModularEditor : Editor{ 17 | 18 | 19 | public ModularSystem modularSystem; 20 | 21 | private bool partSetFoldout = true; 22 | private List partLists = new List(); 23 | 24 | private int drawingListIndex; 25 | private int partListIndex; 26 | private ReorderableList activateList; 27 | private GameObject lastPreviewGameObject; 28 | private Part selectingPart; 29 | private List previewGameObjects = new List(); 30 | 31 | 32 | // This function is called when the object is loaded. 33 | protected void OnEnable() 34 | { 35 | 36 | modularSystem = (ModularSystem)target; 37 | 38 | // setup the listener for play state change 39 | 40 | EditorApplication.playModeStateChanged += OnPlayModeChange; 41 | 42 | UpdatePartList(); 43 | 44 | } 45 | 46 | protected void OnDisable() 47 | { 48 | 49 | // remove the previewing gameobject 50 | 51 | if(lastPreviewGameObject) DestroyImmediate(lastPreviewGameObject); 52 | 53 | // remove all preview gameobjects 54 | 55 | ClearPreviewGameObjects(); 56 | 57 | } 58 | 59 | void OnPlayModeChange(PlayModeStateChange playMode){ 60 | 61 | // if playmode have changed to "play", clear the preview. 62 | 63 | switch(playMode){ 64 | case PlayModeStateChange.ExitingEditMode: 65 | 66 | // remove the previewing gameobject 67 | 68 | if (lastPreviewGameObject) DestroyImmediate(lastPreviewGameObject); 69 | 70 | // remove all preview gameobjects 71 | 72 | ClearPreviewGameObjects(); 73 | 74 | break; 75 | } 76 | 77 | } 78 | 79 | void OnSceneGUI( ) 80 | { 81 | // draw handles 82 | 83 | foreach(PartSet ps in modularSystem.partSetList.ToArray()){ 84 | 85 | Handles.color = Color.blue; 86 | GUIStyle style = new GUIStyle(); 87 | style.normal.textColor = Color.red; 88 | 89 | Handles.Label(ps.attachTransform.position, ps.name + "[" + ps.partList.Count + "]", style); 90 | Handles.DrawWireCube(ps.attachTransform.position,new Vector3(0.2f,0.2f,0.2f)); 91 | 92 | if(activateList!= null && activateList.list == ps.partList){ 93 | 94 | ps.attachTransform.position = Handles.PositionHandle(ps.attachTransform.position,Quaternion.identity); 95 | } 96 | 97 | 98 | 99 | } 100 | } 101 | 102 | 103 | 104 | public override void OnInspectorGUI() 105 | { 106 | 107 | //modularSystem = (ModularSystem)target; 108 | 109 | EditorGUILayout.BeginVertical(); 110 | 111 | // display the basic information 112 | 113 | 114 | // display random seed options 115 | 116 | 117 | modularSystem.mySeedMode = (RandomSeedMode)EditorGUILayout.EnumPopup("Random Seed Mode",modularSystem.mySeedMode); 118 | 119 | 120 | switch(modularSystem.mySeedMode){ 121 | 122 | 123 | case RandomSeedMode.Default: 124 | 125 | EditorGUILayout.HelpBox("Default seed mode is the mode that allow system and unity engine automatically generate the random seed.",MessageType.Info); 126 | 127 | 128 | break; 129 | 130 | case RandomSeedMode.Manual: 131 | 132 | EditorGUILayout.BeginHorizontal(); 133 | 134 | modularSystem.randomSeed = EditorGUILayout.IntField("Random Seed:", modularSystem.randomSeed); 135 | 136 | if(GUILayout.Button("Randomize seed")){ 137 | 138 | modularSystem.randomSeed = GetRandomizeSeed(); 139 | 140 | } 141 | 142 | 143 | EditorGUILayout.EndHorizontal(); 144 | 145 | EditorGUILayout.HelpBox("Manual Seed mode allow you to manually configure the random seed.",MessageType.Info); 146 | 147 | 148 | break; 149 | 150 | 151 | case RandomSeedMode.PositionBased: 152 | 153 | EditorGUILayout.HelpBox("Position based mode allow the random seed generated based on the root gameobject's position, so a gameobject at the same position will get same random seed everytime.",MessageType.Info); 154 | 155 | 156 | break; 157 | 158 | } 159 | 160 | 161 | // begin area of starting mode 162 | 163 | modularSystem.myStartMethod = (StartingMethod)EditorGUILayout.EnumPopup("Generation Method:", modularSystem.myStartMethod); 164 | 165 | 166 | switch(modularSystem.myStartMethod){ 167 | 168 | case StartingMethod.Awake: 169 | 170 | EditorGUILayout.HelpBox("Procedural generation will start at the Begining of the game.",MessageType.Info); 171 | 172 | break; 173 | 174 | case StartingMethod.OnCall: 175 | 176 | EditorGUILayout.HelpBox("Procedural generation will be executed when player called [ModuleSystem.StartGenerate] function.",MessageType.Info); 177 | 178 | break; 179 | 180 | 181 | 182 | } 183 | 184 | // show preview button 185 | 186 | if(GUILayout.Button("[ Preview ]")){ 187 | 188 | Preview(); 189 | } 190 | 191 | if(GUILayout.Button("[ Stop Preview ]")){ 192 | 193 | ClearPreviewGameObjects(); 194 | } 195 | 196 | 197 | EditorGUILayout.HelpBox("While previewing in the editor view, the seed mode will not be applied.",MessageType.Info); 198 | 199 | // begin area of part set settings 200 | 201 | partSetFoldout = EditorGUILayout.Foldout(partSetFoldout,"Part set settings"); 202 | 203 | 204 | if(partSetFoldout){ 205 | 206 | EditorGUILayout.HelpBox("Here is the area where you can set up procedure generated gameobjects.",MessageType.Info); 207 | 208 | // for each partset 209 | 210 | 211 | foreach(PartSet ps in modularSystem.partSetList.ToArray()){ 212 | 213 | 214 | ps.isActivate = EditorGUILayout.BeginToggleGroup(ps.name,ps.isActivate); 215 | 216 | if(ps.isActivate){ 217 | 218 | // indivudial partset settings 219 | 220 | ps.name = EditorGUILayout.TextField("Part Set Name:", ps.name); 221 | 222 | ps.attachTransform = (Transform)EditorGUILayout.ObjectField("Attached Transform: ",ps.attachTransform,typeof(Transform),true); 223 | 224 | if(ps.attachTransform && ps.attachTransform.gameObject){ 225 | 226 | if(ps.name.Contains("new Part Set") || ps.name == "") ps.name = ps.attachTransform.gameObject.name; 227 | 228 | } 229 | 230 | 231 | EditorGUILayout.Separator(); 232 | 233 | // start of part settings 234 | 235 | int index = modularSystem.partSetList.IndexOf(ps); 236 | 237 | drawingListIndex = index; 238 | 239 | partLists[index].DoLayoutList(); 240 | 241 | 242 | // Duplicate part set 243 | 244 | if(GUILayout.Button("Duplicate Part Set:[" + ps.name + "]")){ 245 | 246 | if (EditorUtility.DisplayDialog("Duplicate Item", "Do you really want to create a new copy of [" + ps.name + "]?", "Yes","Cancel")) 247 | { 248 | DuplicatePartSet(ps); 249 | } 250 | 251 | } 252 | 253 | 254 | // delete part set button 255 | 256 | if(GUILayout.Button("Delete Part Set:[" + ps.name + "]")){ 257 | 258 | if (EditorUtility.DisplayDialog("Delete Item", "Do you really want to delete [" + ps.name + "]?", "Yes","Cancel")) 259 | { 260 | DeletePartSet(ps); 261 | } 262 | 263 | } 264 | } 265 | 266 | 267 | EditorGUILayout.EndToggleGroup(); 268 | 269 | EditorGUILayout.Separator(); 270 | 271 | 272 | } 273 | 274 | 275 | // button of create new part set 276 | 277 | EditorGUILayout.Separator(); 278 | 279 | if(GUILayout.Button("Create New Part Set")){ 280 | 281 | CreatePartSet(); 282 | 283 | } 284 | 285 | } 286 | 287 | 288 | 289 | EditorGUILayout.EndVertical(); 290 | 291 | // update the preview gameobject 292 | 293 | if(lastPreviewGameObject) { 294 | 295 | 296 | 297 | //Transform attachTransform = modularSystem.partSetList[drawingListIndex].attachTransform; 298 | lastPreviewGameObject.transform.localPosition = selectingPart.position; 299 | lastPreviewGameObject.transform.localScale = selectingPart.scale; 300 | lastPreviewGameObject.transform.localEulerAngles = selectingPart.rotation; 301 | 302 | 303 | 304 | } 305 | 306 | 307 | Repaint(); 308 | 309 | if(GUI.changed) 310 | { 311 | 312 | EditorUtility.SetDirty(target); 313 | } 314 | } 315 | 316 | 317 | public int GetRandomizeSeed(){ 318 | 319 | 320 | 321 | Random.InitState(System.DateTime.Now.GetHashCode()); 322 | 323 | int seed = Mathf.RoundToInt( Random.Range(-2147483648,2147483648)); 324 | 325 | if(seed == modularSystem.randomSeed) seed = GetRandomizeSeed(); 326 | 327 | return seed; 328 | 329 | } 330 | 331 | 332 | public void CreatePartSet(){ 333 | 334 | PartSet newPartset = new PartSet(); 335 | 336 | newPartset.isActivate = true; 337 | newPartset.name = "new Part Set"; 338 | 339 | modularSystem.partSetList.Add(newPartset); 340 | 341 | UpdatePartList(); 342 | 343 | } 344 | 345 | public void DeletePartSet(PartSet ps){ 346 | 347 | modularSystem.partSetList.Remove(ps); 348 | 349 | UpdatePartList(); 350 | 351 | } 352 | 353 | 354 | public void DuplicatePartSet(PartSet ps){ 355 | 356 | PartSet _ps = new PartSet(); 357 | 358 | _ps.attachTransform = ps.attachTransform; 359 | _ps.isActivate = ps.isActivate; 360 | _ps.name = ps.name; 361 | 362 | foreach (Part item in ps.partList) 363 | { 364 | 365 | _ps.partList.Add(item); 366 | 367 | } 368 | 369 | 370 | modularSystem.partSetList.Add(_ps); 371 | 372 | UpdatePartList(); 373 | 374 | 375 | } 376 | 377 | 378 | public void CreateNewPart(PartSet ps){ 379 | 380 | Part newPart = new Part(); 381 | 382 | newPart.name = "NewPart[" + ps.partList.Count.ToString() + "]"; 383 | newPart.position = Vector3.zero; 384 | newPart.rotation = Vector3.zero; 385 | newPart.scale = Vector3.one; 386 | 387 | newPart.weight = 0; 388 | 389 | ps.partList.Add(newPart); 390 | 391 | 392 | } 393 | 394 | 395 | public void CreateNewPart(ReorderableList rl){ 396 | 397 | Part newPart = new Part(); 398 | 399 | newPart.name = "NewPart[" + rl.list.Count.ToString() + "]"; 400 | newPart.position = Vector3.zero; 401 | newPart.rotation = Vector3.zero; 402 | newPart.scale = Vector3.one; 403 | 404 | newPart.weight = 1; 405 | 406 | rl.list.Add(newPart); 407 | 408 | 409 | } 410 | 411 | 412 | public void DeletePart(Part p, PartSet ps){ 413 | 414 | ps.partList.Remove(p); 415 | 416 | } 417 | 418 | public void SelectPartElement(ReorderableList list){ 419 | 420 | ClearPreviewGameObjects(); 421 | 422 | int index = list.index; 423 | activateList = list; 424 | selectingPart = (Part)list.list[index]; 425 | Transform attachTransform = modularSystem.partSetList[drawingListIndex].attachTransform; 426 | 427 | //Debug.Log(selectingPart.rotation); 428 | 429 | 430 | 431 | if(selectingPart.prefab && attachTransform){ 432 | 433 | if(lastPreviewGameObject){ 434 | 435 | DestroyImmediate(lastPreviewGameObject); 436 | 437 | } 438 | 439 | // preview the prefab 440 | 441 | GameObject previewGameObject = Instantiate(selectingPart.prefab,attachTransform.position,Quaternion.identity) as GameObject; 442 | 443 | previewGameObject.transform.SetParent(attachTransform,true); 444 | 445 | previewGameObject.transform.localPosition += selectingPart.position; 446 | previewGameObject.transform.localEulerAngles = selectingPart.rotation; 447 | previewGameObject.transform.localScale = selectingPart.scale; 448 | 449 | 450 | 451 | lastPreviewGameObject = previewGameObject; 452 | 453 | } 454 | 455 | 456 | 457 | } 458 | 459 | public void DrawHeader(Rect rect){ 460 | 461 | EditorGUI.LabelField(new Rect(rect.x, rect.y , rect.width , 15), "Part Set: " + modularSystem.partSetList[drawingListIndex].name); 462 | 463 | } 464 | 465 | 466 | public void DrawPartElement(Rect rect, int index, bool isActive, bool isFocused){ 467 | 468 | // Draw each element in the list 469 | 470 | Part p = modularSystem.partSetList[drawingListIndex].partList[index]; 471 | 472 | p.name = EditorGUI.TextField(new Rect(rect.x + 10, rect.y + 5, rect.width - 18, 15), "Name: ",p.name); 473 | p.position = EditorGUI.Vector3Field(new Rect(rect.x + 10, rect.y + 30, rect.width - 18, 20), "Position:", p.position); 474 | p.rotation = EditorGUI.Vector3Field(new Rect(rect.x + 10, rect.y + 50, rect.width - 18, 20), "Rotation:", p.rotation); 475 | p.scale = EditorGUI.Vector3Field(new Rect(rect.x + 10, rect.y + 70, rect.width - 18, 20), "Scale:", p.scale); 476 | p.weight = EditorGUI.IntField(new Rect(rect.x + 10, rect.y + 90, rect.width - 18, 15),"Random Weight:",p.weight); 477 | 478 | p.prefab = (GameObject)EditorGUI.ObjectField(new Rect(rect.x + 10, rect.y + 110, rect.width - 18, 15),"Part Prefab:",p.prefab,typeof(GameObject),true); 479 | 480 | if(p.prefab && p.name.Contains("NewPart") || p.name == "") p.name = p.prefab.name; 481 | } 482 | 483 | 484 | public void UpdatePartList(){ 485 | 486 | partLists.Clear(); 487 | 488 | foreach(PartSet ps in modularSystem.partSetList.ToArray()){ 489 | 490 | 491 | partLists.Add(new ReorderableList(ps.partList,typeof(Part), true, true, true, true)); 492 | 493 | int index = modularSystem.partSetList.IndexOf(ps); 494 | 495 | 496 | partLists[index].elementHeight = 130f; 497 | 498 | // list drawing events 499 | partLists[index].drawElementCallback = DrawPartElement; 500 | partLists[index].onAddCallback = CreateNewPart; 501 | partLists[index].drawHeaderCallback = DrawHeader; 502 | partLists[index].onSelectCallback = SelectPartElement; 503 | 504 | } 505 | 506 | } 507 | 508 | 509 | public void ClearPreviewGameObjects(){ 510 | 511 | if(previewGameObjects.Count > 0) { 512 | 513 | 514 | foreach(GameObject item in previewGameObjects.ToArray()){ 515 | 516 | DestroyImmediate(item); 517 | 518 | 519 | } 520 | 521 | 522 | previewGameObjects.Clear(); 523 | } 524 | 525 | } 526 | 527 | 528 | public void Preview(){ 529 | 530 | 531 | // clear the preview first 532 | 533 | ClearPreviewGameObjects(); 534 | 535 | GameObject _preview = new GameObject(); 536 | 537 | _preview.name = "_preview"; 538 | 539 | 540 | 541 | _preview.transform.SetParent(modularSystem.gameObject.transform,false); 542 | 543 | 544 | 545 | 546 | foreach (PartSet _ps in modularSystem.partSetList.ToArray()) 547 | { 548 | 549 | if(_ps.isActivate){ 550 | 551 | // for each partset, spawn gameobjects 552 | 553 | int index = Mathf.RoundToInt(Random.Range(0,_ps.partList.Count)); 554 | 555 | GameObject _part = Instantiate(_ps.partList[index].prefab,Vector3.zero, Quaternion.Euler(_ps.attachTransform.localEulerAngles)) as GameObject; 556 | 557 | _part.transform.SetParent(_preview.transform,false); 558 | 559 | _part.transform.position = _ps.attachTransform.position + _ps.partList[index].position; 560 | _part.transform.localEulerAngles += _ps.partList[index].rotation; 561 | _part.transform.localScale = _ps.partList[index].scale; 562 | 563 | 564 | 565 | 566 | 567 | previewGameObjects.Add(_part); 568 | } 569 | 570 | } 571 | 572 | previewGameObjects.Add(_preview); 573 | 574 | } 575 | 576 | 577 | 578 | } 579 | } 580 | -------------------------------------------------------------------------------- /Assets/ModularSystem/Editor/ModularEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2c4f9cc0edc3c843807e93575201cea 3 | timeCreated: 1477868513 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ModularSystem/ModularClass.cs: -------------------------------------------------------------------------------- 1 | // Defines modular classes here 2 | // Author: Heavyskymobile - Rozx 3 | // Date: 2016-11-07 4 | // Version 0.3 5 | 6 | using UnityEngine; 7 | using System.Collections; 8 | using System.Collections.Generic; 9 | 10 | namespace ModularSystem{ 11 | 12 | 13 | 14 | [System.Serializable] 15 | public class PartSet{ 16 | 17 | public bool isActivate; 18 | 19 | public string name; 20 | 21 | public Transform attachTransform; 22 | 23 | public List partList = new List(); 24 | } 25 | 26 | 27 | 28 | [System.Serializable] 29 | public class Part{ 30 | 31 | public string name; 32 | 33 | public Vector3 position; 34 | public Vector3 rotation; 35 | public Vector3 scale; 36 | 37 | public GameObject prefab; 38 | 39 | // Spawn weight 40 | public int weight; 41 | 42 | } 43 | 44 | 45 | public enum StartingMethod{ 46 | 47 | Awake, OnCall 48 | } 49 | 50 | 51 | public enum RandomSeedMode{ 52 | 53 | Default, Manual, PositionBased 54 | } 55 | 56 | 57 | 58 | 59 | /// 60 | /// Static class to improve readability 61 | /// Example: 62 | /// 63 | /// var selected = WeightedRandomizer.From(weights).TakeOne(); 64 | /// 65 | /// 66 | /// 67 | 68 | [System.Serializable] 69 | public static class WeightedRandomizer 70 | { 71 | public static WeightedRandomizer From(Dictionary spawnRate) 72 | { 73 | return new WeightedRandomizer(spawnRate); 74 | } 75 | } 76 | 77 | [System.Serializable] 78 | public class WeightedRandomizer 79 | { 80 | //public System.Random _random = new System.Random(); 81 | private Dictionary _weights; 82 | 83 | /// 84 | /// Instead of calling this constructor directly, 85 | /// consider calling a static method on the WeightedRandomizer (non-generic) class 86 | /// for a more readable method call, i.e.: 87 | /// 88 | /// 89 | /// var selected = WeightedRandomizer.From(weights).TakeOne(); 90 | /// 91 | /// 92 | /// 93 | /// 94 | public WeightedRandomizer(Dictionary weights) 95 | { 96 | _weights = weights; 97 | } 98 | 99 | /// 100 | /// Randomizes one item 101 | /// 102 | /// An ordered list withe the current spawn rates. The list will be updated so that selected items will have a smaller chance of being repeated. 103 | /// The randomized item. 104 | public T TakeOne() 105 | { 106 | // Sorts the spawn rate list 107 | var sortedSpawnRate = Sort(_weights); 108 | 109 | // Sums all spawn rates 110 | int sum = 0; 111 | foreach (var spawn in _weights) 112 | { 113 | sum += spawn.Value; 114 | } 115 | 116 | // Randomizes a number from Zero to Sum 117 | //int roll = _random.Next(0, sum); 118 | int roll = Random.Range(0, sum); 119 | 120 | // Finds chosen item based on spawn rate 121 | T selected = sortedSpawnRate[sortedSpawnRate.Count - 1].Key; 122 | foreach (var spawn in sortedSpawnRate) 123 | { 124 | if (roll < spawn.Value) 125 | { 126 | selected = spawn.Key; 127 | break; 128 | } 129 | roll -= spawn.Value; 130 | } 131 | 132 | // Returns the selected item 133 | return selected; 134 | } 135 | 136 | 137 | private List> Sort(Dictionary weights) 138 | { 139 | var list = new List>(weights); 140 | 141 | // Sorts the Spawn Rate List for randomization later 142 | list.Sort( 143 | delegate(KeyValuePair firstPair, 144 | KeyValuePair nextPair) 145 | { 146 | return firstPair.Value.CompareTo(nextPair.Value); 147 | } 148 | ); 149 | 150 | return list; 151 | } 152 | } 153 | 154 | 155 | } -------------------------------------------------------------------------------- /Assets/ModularSystem/ModularClass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09946dcdfd483d34da91bae79db7c309 3 | timeCreated: 1477865901 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ModularSystem/ModularSystem.cs: -------------------------------------------------------------------------------- 1 | // Main script of the modular system 2 | // Author: Heavyskymobile - Rozx 3 | // Date: 2016-11-07 4 | // Version 0.3 5 | 6 | 7 | using UnityEngine; 8 | using System.Collections; 9 | using System.Collections.Generic; 10 | 11 | 12 | namespace ModularSystem{ 13 | 14 | 15 | public class ModularSystem : MonoBehaviour { 16 | 17 | // the random.seed value as int 18 | public int randomSeed; 19 | 20 | // the seed generate mode 21 | public RandomSeedMode mySeedMode; 22 | 23 | // the part generation mode 24 | public StartingMethod myStartMethod; 25 | 26 | public List partSetList = new List(); 27 | 28 | [SerializeField] 29 | private List> weightedPartSetList = new List>(); 30 | 31 | // Awake is called when the script instance is being loaded. 32 | protected void Awake() 33 | { 34 | 35 | if(weightedPartSetList.Count > 0) weightedPartSetList.Clear(); 36 | 37 | // Initialize the weighted random list 38 | 39 | foreach(PartSet ps in partSetList.ToArray()){ 40 | 41 | 42 | 43 | foreach (Part p in ps.partList.ToArray()) 44 | { 45 | 46 | int index = partSetList.IndexOf(ps); 47 | 48 | //if(p.weight == 0) p.weight = 1; 49 | 50 | weightedPartSetList.Add(new Dictionary()); 51 | weightedPartSetList[index].Add(p, p.weight); 52 | 53 | } 54 | 55 | } 56 | 57 | // Initialize the random seed 58 | 59 | 60 | switch(mySeedMode){ 61 | 62 | case RandomSeedMode.Default: 63 | 64 | // do nothing when it's on default mode 65 | 66 | break; 67 | 68 | case RandomSeedMode.Manual: 69 | 70 | // use assigned random seed 71 | 72 | Random.InitState(randomSeed); 73 | 74 | 75 | 76 | break; 77 | 78 | case RandomSeedMode.PositionBased: 79 | 80 | // use position to generate seed 81 | 82 | int _randomSeed = transform.position.GetHashCode(); 83 | 84 | Random.InitState(_randomSeed); 85 | 86 | break; 87 | 88 | } 89 | 90 | } 91 | 92 | // Use this for initialization 93 | void Start () { 94 | 95 | 96 | if(myStartMethod == StartingMethod.Awake){ 97 | 98 | // generate on Start 99 | 100 | StartGenerate(); 101 | 102 | } 103 | 104 | } 105 | 106 | 107 | 108 | public void StartGenerate(){ 109 | 110 | // Start generating gameobejcts 111 | 112 | foreach(PartSet _ps in partSetList.ToArray()){ 113 | 114 | if(!_ps.isActivate) return; 115 | 116 | 117 | int index = partSetList.IndexOf(_ps); 118 | Part _part = WeightedRandomizer.From(weightedPartSetList[index]).TakeOne(); 119 | 120 | GameObject _gameobject = Instantiate(_part.prefab,_ps.attachTransform.position, Quaternion.Euler(_ps.attachTransform.localEulerAngles)) as GameObject; 121 | 122 | _gameobject.transform.SetParent(_ps.attachTransform,true); 123 | 124 | _gameobject.transform.position += _part.position; 125 | _gameobject.transform.localEulerAngles = _part.rotation; 126 | _gameobject.transform.localScale = _part.scale; 127 | 128 | } 129 | 130 | } 131 | } 132 | } -------------------------------------------------------------------------------- /Assets/ModularSystem/ModularSystem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3d213d2d0d67a2d4b88390b9d52c4a20 3 | timeCreated: 1477865875 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 rozx 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 | -------------------------------------------------------------------------------- /LICENSE.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f3c240195888f74190c51712bfa6fa7 3 | timeCreated: 1477869680 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ModularSystem.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 82490c9d744147042beb879d61e02442 3 | folderAsset: yes 4 | timeCreated: 1477865226 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Modular System 2 | Unity Modular system let's you create game object with procedural generated parts. 3 | 4 | With editable random seed mode and starting method, it provides the user unlimited possibility. 5 | 6 | No coding skill required. 7 | 8 | # How to use it? 9 | 10 | 1. First, attach the modular system script to the gameobject (as root) you want to have random procedural generated parts. 11 | 2. Create some empty gameobjects under the root gameobject you just created, those are the basic position your procedural generated parts will based on. 12 | 3. In the inspector, under the modular system script, create some partsets and drag those empty gameobjects to the "attachTransform". 13 | 4. Add prefabs for each part sets. 14 | 5. Adjust them individually. 15 | 6. You can press "Preview" to preview the final product. 16 | 7. Click on individual part will let you preview the part, drag will adjust the postion of attach transform. You can modify the position, rotation and scale for each parts individually. 17 | 18 | # Screenshots 19 | 20 | - Editor View 21 | 22 | ![Editor View](https://raw.githubusercontent.com/rozx/UnityModularSystem/master/Screenshots/editor.PNG) 23 | 24 | - Example Preview 25 | 26 | ![Example](https://raw.githubusercontent.com/rozx/UnityModularSystem/master/Screenshots/preview.PNG) 27 | 28 | # Update Logs 29 | 30 | ##2018-06-11 V0.4 31 | - Done: Modified .gitignore. 32 | Fixed the bug when entering play mode, the preview still exist. 33 | Added two .unitypackage(one with example, one without) with latest unity version 2018.1. 34 | 35 | ##2016-11-07 V0.3 36 | - Done: Attached transform handlers & lable 37 | Modular system script(Now it can be generated when scene started). 38 | Weight based randomizer. 39 | Random seed mode and starting method are working properly. 40 | 41 | ##2016-11-06 V0.2 42 | - Done: Generate preview in editor(Can be previewed with either singel or all part(s)) 43 | Example scene using free asset from asset store. 44 | 45 | ##2016-11-05 V0.1b 46 | - Done: Name is now based on gameobjct's name if user hasn't define it. 47 | Random Seed manually generate. 48 | Starting method configuration. 49 | 50 | ##2016-11-05 V0.1a 51 | 52 | - Done: Basic classes defined. 53 | Editor Window complete. 54 | - To Do: Monobehaviour script. 55 | -------------------------------------------------------------------------------- /README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1386199c6ef86e241985f94fdc5aee19 3 | timeCreated: 1477869680 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Screenshots.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 463558164f4893f42abd7c5d8147c016 3 | 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spritePackingTag: 57 | userData: 58 | assetBundleName: 59 | assetBundleVariant: 60 | -------------------------------------------------------------------------------- /Screenshots/preview.PNG: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rozx/UnityModularSystem/3b08867c6705aa1cb23ffdad734e0a8be738a4e5/Screenshots/preview.PNG -------------------------------------------------------------------------------- /Screenshots/preview.PNG.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a66f80afec2e7e0468fdefd41b426f42 3 | timeCreated: 1478492166 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | 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