872 lines
19 KiB
Plaintext
872 lines
19 KiB
Plaintext
--!strict
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while not game do
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wait()
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end
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local ChangeHistoryService = game:GetService "ChangeHistoryService"
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local CoreGui = game:GetService "CoreGui"
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local News = require "../Modules/New"
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local New = News.New
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local Hydrate = News.Hydrate
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---------------
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--PLUGIN SETUP-
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---------------
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local loaded = false
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local on = false
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local On, Off
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local mouseDown, mouseUp, mouseMove
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local this = PluginManager():CreatePlugin() :: Plugin
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local mouse = this:GetMouse()
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mouse.Button1Down:connect(function()
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mouseDown(mouse)
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end)
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mouse.Button1Up:connect(function()
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mouseUp(mouse)
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end)
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mouse.Move:connect(function()
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mouseMove(mouse)
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end)
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local toolbar = this:CreateToolbar "Terrain" :: Toolbar
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local toolbarbutton = toolbar:CreateButton(
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"Material Brush",
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"Material Brush",
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"materialBrush.png"
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) :: Button
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toolbarbutton.Click:connect(function()
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if on then
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Off()
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elseif loaded then
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On()
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end
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end)
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game:WaitForChild "Workspace"
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workspace:WaitForChild "Terrain"
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-----------------------------
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--LOCAL FUNCTION DEFINITIONS-
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-----------------------------
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local Terrain = workspace.Terrain
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local SetCell = Terrain.SetCell
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local SetWaterCell = Terrain.SetWaterCell
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-- local GetWaterCell = c.GetWaterCell
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local GetCell = Terrain.GetCell
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local WorldToCellPreferSolid = Terrain.WorldToCellPreferSolid
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local CellCenterToWorld = Terrain.CellCenterToWorld
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local waterMaterial = 17
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local brushTypes = { "Circular", "Square" }
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-- local waterForceDirections = { "NegX", "X", "NegY", "Y", "NegZ", "Z" }
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-- local waterForces = { "None", "Small", "Medium", "Strong", "Max" }
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local mediumWaterForce = Enum.WaterForce.Medium
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-----------------
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--DEFAULT VALUES-
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-----------------
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local terrainSelectorGui, terrainSelected, radiusLabel, dragBar, closeEvent, helpFrame, currSelectionUpdate, currSelectionDestroy, lastCell, lastLastCell --, waterPanel
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local dragging = false
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-- local painting = false
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--- exposed values to user via gui
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local currentMaterial = Enum.CellMaterial.Grass
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local radius = 3
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local brushType = "Square"
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-- local currWaterForceDirection = "NegX"
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-- local currWaterForce = "None"
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-- lua library load
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local RbxGui = LoadLibrary "RbxGui"
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local RbxUtil = LoadLibrary "RbxUtility"
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-----------------------
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--FUNCTION DEFINITIONS-
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-----------------------
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function paintWaterfall(setCells)
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if not setCells then
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return
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end
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for i = 1, #setCells do
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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Enum.WaterDirection.NegY
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)
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end
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end
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-- Factored out this stuff because I didn't like the mutability of the setCells arrays. - Heliodex
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local function getSquareCell(x: number, y: number, z: number)
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-- local tempCellPos = Vector3.new(x, y, z)
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local oldMaterial, oldType, oldOrientation = GetCell(Terrain, x, y, z)
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if oldMaterial.Value <= 0 then
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return nil
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end
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return {
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xPos = x,
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yPos = y,
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zPos = z,
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theType = oldType,
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orientation = oldOrientation,
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}
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end
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local function getSquare(cellPos: Vector3)
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local setCells = {}
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local finalX = cellPos.X + radius - 1
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local finalY = cellPos.Y + radius - 1
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local finalZ = cellPos.Z + radius - 1
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for x = cellPos.X - radius + 1, finalX do
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for y = cellPos.Y - radius + 1, finalY do
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for z = cellPos.Z - radius + 1, finalZ do
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table.insert(setCells, getSquareCell(x, y, z))
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end
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end
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end
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return setCells
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end
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local function getCircularCell(
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x: number,
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y: number,
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z: number,
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cellPos,
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radiusSquared
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)
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local tempCellPos = Vector3.new(x, y, z)
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local holdDist = tempCellPos - cellPos
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local distSq = (holdDist):Dot(holdDist)
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if distSq >= radiusSquared then
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return nil
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end
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local oldMaterial, oldType, oldOrientation = GetCell(Terrain, x, y, z)
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if oldMaterial.Value <= 0 then
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return nil
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end
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return {
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xPos = x,
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yPos = y,
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zPos = z,
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theType = oldType,
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orientation = oldOrientation,
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}
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end
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local function getCircular(cellPos: Vector3)
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local setCells = {}
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-- whoever originally wrote these ordered (X, Z, Y) is a psychopath - Heliodex
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local finalX = cellPos.X + radius
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local finalY = cellPos.Y + radius
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local finalZ = cellPos.Z + radius
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for x = cellPos.X - radius, finalX do
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for y = cellPos.Y - radius, finalY do
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for z = cellPos.Z - radius, finalZ do
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table.insert(
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setCells,
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getCircularCell(x, y, z, cellPos, radius * radius)
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)
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end
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end
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end
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return setCells
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end
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local function getAffectedCells(startPos: Vector3)
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if startPos and Terrain then
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if brushType == "Circular" then
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return getCircular(startPos)
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elseif brushType == "Square" then
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return getSquare(startPos)
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end
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end
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return {}
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end
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local function directionIsDown(fromCell: Vector3, toCell: Vector3)
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if not toCell then
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return false
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end
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if toCell and fromCell then
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local direction = (toCell - fromCell).Unit
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local absX, absY, absZ =
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math.abs(direction.X), math.abs(direction.Y), math.abs(direction.Z)
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if absY > absX and absY > absZ then
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return true
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end
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end
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local viableCells = getAffectedCells(toCell)
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if not viableCells or #viableCells < 2 then
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return false
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end
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local lowX, lowY, lowZ =
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viableCells[1].xPos, viableCells[1].yPos, viableCells[1].zPos
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local highX, highY, highZ = lowX, lowY, lowZ
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for i = 2, #viableCells do
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if viableCells[i].xPos < lowX then
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lowX = viableCells[i].xPos
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end
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if viableCells[i].xPos > highX then
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highX = viableCells[i].xPos
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end
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if viableCells[i].yPos < lowY then
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lowY = viableCells[i].yPos
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end
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if viableCells[i].yPos > highY then
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highY = viableCells[i].yPos
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end
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if viableCells[i].zPos < lowZ then
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lowZ = viableCells[i].zPos
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end
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if viableCells[i].zPos > highZ then
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highZ = viableCells[i].zPos
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end
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end
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local xRange, yRange, zRange =
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math.abs(highX - lowX), math.abs(highY - lowY), math.abs(highZ - lowZ)
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local xzPlaneArea = xRange * zRange
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local xyPlaneArea = xRange * yRange
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local yzPlaneArea = yRange * zRange
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return xyPlaneArea > xzPlaneArea or yzPlaneArea > xzPlaneArea
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end
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local function setWaterDirection(mouseCellPos, setCells)
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if not setCells or #setCells <= 0 then
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return
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elseif directionIsDown(lastCell, mouseCellPos) then
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paintWaterfall(setCells)
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return
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end
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local initX = setCells[1].xPos
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local initZ = setCells[1].zPos
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local endX = setCells[#setCells].xPos
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local endZ = setCells[#setCells].zPos
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local zWidth = math.abs(endZ - initZ)
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local zMiddle = math.ceil(zWidth / 2 + initZ)
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local xMiddle = math.ceil(zWidth / 2 + initX)
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local down = endX - initX
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local up, left, right = nil
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if down < 0 then
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down = Enum.WaterDirection.NegX
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up = Enum.WaterDirection.X
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left = Enum.WaterDirection.Z
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right = Enum.WaterDirection.NegZ
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else
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down = Enum.WaterDirection.X
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up = Enum.WaterDirection.NegX
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left = Enum.WaterDirection.NegZ
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right = Enum.WaterDirection.Z
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end
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if #setCells == 1 then
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if not mouseCellPos or not lastCell then
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return
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end
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local overallDirection = (mouseCellPos - lastCell).unit
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if
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math.abs(overallDirection.x) > math.abs(overallDirection.y)
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and math.abs(overallDirection.x) > math.abs(overallDirection.z)
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then
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if overallDirection.x > 0 then
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SetWaterCell(
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Terrain,
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setCells[1].xPos,
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setCells[1].yPos,
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setCells[1].zPos,
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mediumWaterForce,
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Enum.WaterDirection.X
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)
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else
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SetWaterCell(
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Terrain,
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setCells[1].xPos,
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setCells[1].yPos,
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setCells[1].zPos,
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mediumWaterForce,
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Enum.WaterDirection.NegX
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)
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end
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elseif
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math.abs(overallDirection.z) > math.abs(overallDirection.y)
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and math.abs(overallDirection.z) > math.abs(overallDirection.x)
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then
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if overallDirection.z > 0 then
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SetWaterCell(
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Terrain,
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setCells[1].xPos,
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setCells[1].yPos,
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setCells[1].zPos,
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mediumWaterForce,
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Enum.WaterDirection.Z
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)
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else
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SetWaterCell(
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Terrain,
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setCells[1].xPos,
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setCells[1].yPos,
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setCells[1].zPos,
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mediumWaterForce,
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Enum.WaterDirection.NegZ
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)
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end
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elseif
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math.abs(overallDirection.y) > math.abs(overallDirection.z)
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and math.abs(overallDirection.y) > math.abs(overallDirection.x)
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then
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if overallDirection.y > 0 then
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SetWaterCell(
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Terrain,
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setCells[1].xPos,
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setCells[1].yPos,
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setCells[1].zPos,
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mediumWaterForce,
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Enum.WaterDirection.Y
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)
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else
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SetWaterCell(
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Terrain,
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setCells[1].xPos,
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setCells[1].yPos,
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setCells[1].zPos,
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mediumWaterForce,
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Enum.WaterDirection.NegY
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)
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end
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end
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return
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end
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for i = 1, #setCells do
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if setCells[i].xPos == initX then
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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down
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)
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elseif setCells[i].xPos == endX then
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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up
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)
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else
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if setCells[i].zPos < zMiddle then
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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right
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)
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elseif setCells[i].zPos > zMiddle then
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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left
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)
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else
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if setCells[i].xPos < xMiddle then
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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down
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)
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elseif setCells[i].xPos > xMiddle then
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SetWaterCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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mediumWaterForce,
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up
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)
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end
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end
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end
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end
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return setCells
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end
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local function paintWith(
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fn: (
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Vector3
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) -> { xPos: number, yPos: number, zPos: number },
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cellPos: Vector3
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)
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local setCells = fn(cellPos)
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if currentMaterial == waterMaterial then
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return
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end
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for i = 1, #setCells do
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SetCell(
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Terrain,
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setCells[i].xPos,
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setCells[i].yPos,
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setCells[i].zPos,
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currentMaterial,
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setCells[i].theType,
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setCells[i].orientation
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)
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end
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return setCells
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end
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local function paint(startPos)
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if not (startPos and Terrain) then
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return
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end
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local cellPos = startPos
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local setCells
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if brushType == "Circular" then
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setCells = paintWith(getCircular, cellPos)
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elseif brushType == "Square" then
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setCells = paintWith(getSquare, cellPos)
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end
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if currentMaterial == waterMaterial then
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return setWaterDirection(cellPos, setCells)
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end
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return setCells
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end
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local function calculateRegion(mouseR)
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local cellPos = WorldToCellPreferSolid(Terrain, mouseR.Hit.p)
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local lowVec =
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Vector3.new(cellPos.x - radius, cellPos.y - radius, cellPos.z - radius)
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local highVec =
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Vector3.new(cellPos.x + radius, cellPos.y + radius, cellPos.z + radius)
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lowVec = CellCenterToWorld(Terrain, lowVec.x, lowVec.y, lowVec.z)
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highVec = CellCenterToWorld(Terrain, highVec.x, highVec.y, highVec.z)
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return Region3.new(
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lowVec + Vector3.new(2, 2, 2),
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highVec - Vector3.new(2, 2, 2)
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)
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end
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local function createSelection(mouseS, massSelection)
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currSelectionUpdate, currSelectionDestroy = RbxUtil.SelectTerrainRegion(
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calculateRegion(mouseS),
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BrickColor.new "Lime green",
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massSelection,
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CoreGui
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)
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end
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local function updateSelection(mouseS)
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if not currSelectionUpdate then
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createSelection(mouseS, radius > 4)
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return
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end
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currSelectionUpdate(calculateRegion(mouseS), BrickColor.new "Lime green")
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end
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local function setPositionDirectionality()
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if nil == lastCell then
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return
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elseif lastCell and not lastLastCell then
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-- no dragging occured, lets set our water to be stagnant or be a waterfall
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local cellsToSet = paint(lastCell)
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if directionIsDown(nil, lastCell) then
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paintWaterfall(cellsToSet)
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else
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for i = 1, #cellsToSet do
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SetWaterCell(
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Terrain,
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cellsToSet[i].xPos,
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cellsToSet[i].yPos,
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cellsToSet[i].zPos,
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Enum.WaterForce.None,
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Enum.WaterDirection.NegX
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)
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end
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end
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return
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end
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if directionIsDown(lastLastCell, lastCell) then
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local cellsToSet = paint(lastCell)
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paintWaterfall(cellsToSet)
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return
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end
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local overallDirection = (lastCell - lastLastCell).unit
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local cellsToSet = paint(lastCell)
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local absX, absY, absZ =
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math.abs(overallDirection.X),
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math.abs(overallDirection.Y),
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math.abs(overallDirection.Z)
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local direction
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if absX > absY and absX > absZ then
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direction = overallDirection.X > 0 and Enum.WaterDirection.X
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or Enum.WaterDirection.NegX
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elseif absY > absX and absY > absZ then
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direction = overallDirection.Y > 0 and Enum.WaterDirection.Y
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or Enum.WaterDirection.NegY
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elseif absZ > absX and absZ > absY then
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direction = overallDirection.Z > 0 and Enum.WaterDirection.Z
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or Enum.WaterDirection.NegZ
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end
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if not direction then -- this should never be hit, but just in case
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direction = Enum.WaterDirection.NegX
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end
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for i = 1, #cellsToSet do
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SetWaterCell(
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Terrain,
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cellsToSet[i].xPos,
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cellsToSet[i].yPos,
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cellsToSet[i].zPos,
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mediumWaterForce,
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direction
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)
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end
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end
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|
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function mouseDown(mouseD)
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if not (on and mouseD.Target == workspace.Terrain) then
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return
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end
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dragging = true
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if not (mouseD and mouseD.Hit and mouseD.Target == workspace.Terrain) then
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return
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end
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|
|
|
local newCell = WorldToCellPreferSolid(Terrain, mouseD.Hit.p)
|
|
if not newCell then
|
|
return
|
|
elseif
|
|
currentMaterial == waterMaterial
|
|
and directionIsDown(lastCell, newCell)
|
|
then
|
|
paintWaterfall(paint(newCell))
|
|
end
|
|
lastCell = newCell
|
|
end
|
|
|
|
function mouseUp(_)
|
|
dragging = false
|
|
|
|
-- we need to fix directionality on last cell set (if water)
|
|
if currentMaterial == waterMaterial then
|
|
setPositionDirectionality()
|
|
end
|
|
|
|
ChangeHistoryService:SetWaypoint "MaterialPaint"
|
|
|
|
lastLastCell = nil
|
|
lastCell = nil
|
|
end
|
|
|
|
local function moveTowardsGoal(
|
|
direction: string,
|
|
currPos: number,
|
|
goalPos: number,
|
|
currCell: Vector3
|
|
)
|
|
if currPos == goalPos then
|
|
return currCell
|
|
end
|
|
|
|
if currPos < goalPos then
|
|
if direction == "X" then
|
|
currCell = Vector3.new(currCell.X + 1, currCell.Y, currCell.Z)
|
|
elseif direction == "Y" then
|
|
currCell = Vector3.new(currCell.X, currCell.Y + 1, currCell.Z)
|
|
elseif direction == "Z" then
|
|
currCell = Vector3.new(currCell.X, currCell.Y, currCell.Z + 1)
|
|
end
|
|
elseif currPos > goalPos then
|
|
if direction == "X" then
|
|
currCell = Vector3.new(currCell.X - 1, currCell.Y, currCell.Z)
|
|
elseif direction == "Y" then
|
|
currCell = Vector3.new(currCell.X, currCell.Y - 1, currCell.Z)
|
|
elseif direction == "Z" then
|
|
currCell = Vector3.new(currCell.X, currCell.Y, currCell.Z - 1)
|
|
end
|
|
end
|
|
|
|
return currCell
|
|
end
|
|
|
|
local function interpolateOneDim(direction, currPos, goalPos, currCell)
|
|
if currPos ~= goalPos then
|
|
currCell = moveTowardsGoal(direction, currPos, goalPos, currCell)
|
|
paint(currCell)
|
|
end
|
|
|
|
return currCell
|
|
end
|
|
|
|
local function paintBetweenPoints(lastCellP, newCell)
|
|
local currCell = lastCellP
|
|
|
|
while
|
|
currCell.X ~= newCell.X
|
|
or currCell.Z ~= newCell.Z
|
|
or currCell.Y ~= newCell.Y
|
|
do
|
|
currCell = interpolateOneDim("X", currCell.X, newCell.X, currCell)
|
|
currCell = interpolateOneDim("Z", currCell.Z, newCell.Z, currCell)
|
|
currCell = interpolateOneDim("Y", currCell.Y, newCell.Y, currCell)
|
|
end
|
|
end
|
|
|
|
local function destroySelection()
|
|
if currSelectionUpdate then
|
|
currSelectionUpdate = nil
|
|
end
|
|
if currSelectionDestroy then
|
|
currSelectionDestroy()
|
|
currSelectionDestroy = nil
|
|
end
|
|
end
|
|
|
|
function mouseMove(mouseM)
|
|
if not on then
|
|
return
|
|
elseif mouseM.Target == workspace.Terrain then
|
|
if lastCell == WorldToCellPreferSolid(Terrain, mouseM.Hit.p) then
|
|
return
|
|
end
|
|
updateSelection(mouseM)
|
|
local newCell = WorldToCellPreferSolid(Terrain, mouseM.Hit.p)
|
|
|
|
if not dragging then
|
|
return
|
|
end
|
|
-- local painting = true
|
|
paint(newCell)
|
|
if lastCell and newCell and (lastCell - newCell).Magnitude > 1 then
|
|
paintBetweenPoints(lastCell, newCell)
|
|
end
|
|
lastLastCell = lastCell
|
|
lastCell = newCell
|
|
-- painting = false
|
|
else
|
|
destroySelection()
|
|
end
|
|
end
|
|
|
|
function On()
|
|
if not Terrain then
|
|
return
|
|
end
|
|
this:Activate(true)
|
|
toolbarbutton:SetActive(true)
|
|
|
|
dragBar.Visible = true
|
|
on = true
|
|
end
|
|
|
|
function Off()
|
|
toolbarbutton:SetActive(false)
|
|
|
|
destroySelection()
|
|
dragBar.Visible = false
|
|
on = false
|
|
end
|
|
|
|
------
|
|
--GUI-
|
|
------
|
|
|
|
--screengui
|
|
local g = New "ScreenGui" {
|
|
Name = "MaterialPainterGui",
|
|
Parent = CoreGui,
|
|
}
|
|
|
|
local containerFrame
|
|
dragBar, containerFrame, helpFrame, closeEvent = RbxGui.CreatePluginFrame(
|
|
"Material Brush",
|
|
UDim2.new(0, 163, 0, 285),
|
|
UDim2.new(0, 0, 0, 0),
|
|
false,
|
|
g
|
|
)
|
|
dragBar.Visible = false
|
|
|
|
-- End dragging if it goes over the gui frame.
|
|
containerFrame.MouseEnter:connect(function()
|
|
dragging = false
|
|
end)
|
|
dragBar.MouseEnter:connect(function()
|
|
dragging = false
|
|
end)
|
|
|
|
helpFrame.Size = UDim2.new(0, 200, 0, 250)
|
|
helpFrame.ZIndex = 3
|
|
|
|
local helpText =
|
|
[[Changes existing terrain blocks to the specified material. Simply hold the mouse down and drag to 'paint' the terrain (only cells inside the selection box will be affected).
|
|
|
|
Size:
|
|
The size of the brush we paint terrain with.
|
|
|
|
Brush Type:
|
|
The shape we paint terrain with inside of our selection box.
|
|
|
|
Material Selection:
|
|
The terrain material we will paint.]]
|
|
|
|
New "TextLabel" {
|
|
Name = "TextHelp",
|
|
Font = Enum.Font.ArialBold,
|
|
FontSize = Enum.FontSize.Size12,
|
|
TextColor3 = Color3.new(1, 1, 1),
|
|
Size = UDim2.new(1, -6, 1, -6),
|
|
-- Position = UDim2.new(0, 3, 0, 3), -- lellel new supremacy - Heliodex
|
|
TextXAlignment = Enum.TextXAlignment.Left,
|
|
TextYAlignment = Enum.TextYAlignment.Top,
|
|
Position = UDim2.new(0, 4, 0, 4),
|
|
BackgroundTransparency = 1,
|
|
TextWrapped = true,
|
|
ZIndex = 4,
|
|
Text = helpText,
|
|
Parent = helpFrame,
|
|
}
|
|
|
|
closeEvent.Event:connect(function()
|
|
Off()
|
|
end)
|
|
|
|
terrainSelectorGui, terrainSelected = RbxGui.CreateTerrainMaterialSelector(
|
|
UDim2.new(1, -10, 0, 184),
|
|
UDim2.new(0, 5, 1, -190)
|
|
)
|
|
Hydrate(terrainSelectorGui) {
|
|
BackgroundTransparency = 1,
|
|
BorderSizePixel = 0,
|
|
Parent = containerFrame,
|
|
}
|
|
terrainSelected.Event:connect(function(newMaterial)
|
|
currentMaterial = newMaterial
|
|
end)
|
|
|
|
-- Purpose:
|
|
-- Retrive the size text to display for a given radius, where 1 == 1 block and 2 == 3 blocks, etc.
|
|
local function SizeText(radiusT: number)
|
|
return "Size: " .. (((radiusT - 1) * 2) + 1)
|
|
end
|
|
|
|
local function makeRadiusLabel()
|
|
return New "TextLabel" {
|
|
Size = UDim2.new(1, -3, 0, 14),
|
|
TextColor3 = Color3.new(0.95, 0.95, 0.95),
|
|
Font = Enum.Font.ArialBold,
|
|
FontSize = Enum.FontSize.Size14,
|
|
BorderColor3 = Color3.new(0, 0, 0),
|
|
BackgroundTransparency = 1,
|
|
TextXAlignment = Enum.TextXAlignment.Left,
|
|
}
|
|
end
|
|
|
|
--current radius display label
|
|
radiusLabel = Hydrate(makeRadiusLabel()) {
|
|
Name = "RadiusLabel",
|
|
Text = SizeText(radius),
|
|
Position = UDim2.new(0, 10, 0, 5),
|
|
Parent = containerFrame,
|
|
}
|
|
|
|
--radius slider
|
|
local radSliderGui, radSliderPosition =
|
|
RbxGui.CreateSlider(6, 0, UDim2.new(0, 0, 0, 18))
|
|
Hydrate(radSliderGui) {
|
|
Size = UDim2.new(1, -2, 0, 20),
|
|
Position = UDim2.new(0, 0, 0, 24),
|
|
Parent = containerFrame,
|
|
}
|
|
Hydrate(radSliderGui.Bar) {
|
|
Size = UDim2.new(1, -20, 0, 5),
|
|
Position = UDim2.new(0, 10, 0.5, -3),
|
|
}
|
|
|
|
radSliderPosition.Value = radius
|
|
radSliderPosition.Changed:connect(function()
|
|
radius = radSliderPosition.Value
|
|
radiusLabel.Text = SizeText(radius)
|
|
destroySelection()
|
|
end)
|
|
|
|
local brushTypeChanged = function(newBrush)
|
|
brushType = newBrush
|
|
end
|
|
-- brush type drop-down
|
|
local brushDropDown, forceSelection =
|
|
RbxGui.CreateDropDownMenu(brushTypes, brushTypeChanged)
|
|
forceSelection "Square"
|
|
|
|
Hydrate(brushDropDown) {
|
|
Size = UDim2.new(1, -10, 0.01, 25),
|
|
Position = UDim2.new(0, 5, 0, 65),
|
|
Parent = containerFrame,
|
|
}
|
|
Hydrate(makeRadiusLabel()) {
|
|
Name = "BrushLabel",
|
|
Text = "Brush Type",
|
|
Position = UDim2.new(0, 10, 0, 50),
|
|
Parent = containerFrame,
|
|
}
|
|
|
|
this.Deactivation:connect(function()
|
|
Off()
|
|
end)
|
|
|
|
--------------------------
|
|
--SUCCESSFUL LOAD MESSAGE-
|
|
--------------------------
|
|
loaded = true
|