Beispiel #1
0
 public tree_class(terraincomposer_save script, bool new_filter)
 {
     this.interface_display = true;
     this.swap_text = "S";
     this.color_tree = new Color((float)1, (float)1, (float)1, (float)1);
     this.precolor_range = new precolor_range_class(1, false);
     this.link_start = true;
     this.link_end = true;
     this.width_start = (float)1;
     this.width_end = 2.5f;
     this.height_start = (float)1;
     this.height_end = 2.5f;
     this.unlink = 0.25f;
     this.random_position = true;
     this.distance_include_scale = true;
     this.distance_include_scale_group = true;
     this.objects_placed = new List<distance_class>();
     this.prefilter = new prefilter_class();
     this.ray_length = (float)20;
     this.cast_height = (float)20;
     this.ray_radius = (float)1;
     this.ray_direction = new Vector3((float)0, (float)-1, (float)0);
     if (new_filter)
     {
         script.add_filter(0, this.prefilter);
         script.filter[script.filter.Count - 1].type = condition_type_enum.Random;
         script.add_subfilter(0, script.filter[script.filter.Count - 1].presubfilter);
         script.subfilter[script.subfilter.Count - 1].type = condition_type_enum.Random;
         script.subfilter[script.subfilter.Count - 1].from_tree = true;
     }
     this.precolor_range.color_range[0].color_start = new Color(0.75f, 0.75f, 0.75f);
     this.precolor_range.color_range[0].color_end = new Color((float)1, (float)1, (float)1);
 }
Beispiel #2
0
 public tree_class(terraincomposer_save script, bool new_filter)
 {
     this.interface_display            = true;
     this.swap_text                    = "S";
     this.color_tree                   = new Color((float)1, (float)1, (float)1, (float)1);
     this.precolor_range               = new precolor_range_class(1, false);
     this.link_start                   = true;
     this.link_end                     = true;
     this.width_start                  = (float)1;
     this.width_end                    = 2.5f;
     this.height_start                 = (float)1;
     this.height_end                   = 2.5f;
     this.unlink                       = 0.25f;
     this.random_position              = true;
     this.distance_include_scale       = true;
     this.distance_include_scale_group = true;
     this.objects_placed               = new List <distance_class>();
     this.prefilter                    = new prefilter_class();
     this.ray_length                   = (float)20;
     this.cast_height                  = (float)20;
     this.ray_radius                   = (float)1;
     this.ray_direction                = new Vector3((float)0, (float)-1, (float)0);
     if (new_filter)
     {
         script.add_filter(0, this.prefilter);
         script.filter[script.filter.Count - 1].type = condition_type_enum.Random;
         script.add_subfilter(0, script.filter[script.filter.Count - 1].presubfilter);
         script.subfilter[script.subfilter.Count - 1].type      = condition_type_enum.Random;
         script.subfilter[script.subfilter.Count - 1].from_tree = true;
     }
     this.precolor_range.color_range[0].color_start = new Color(0.75f, 0.75f, 0.75f);
     this.precolor_range.color_range[0].color_end   = new Color((float)1, (float)1, (float)1);
 }
Beispiel #3
0
    public override void clear_tree(terraincomposer_save script)
    {
        int count = this.tree.Count;

        for (int i = 0; i < count; i++)
        {
            this.erase_tree(this.tree.Count - 1, script);
        }
    }
Beispiel #4
0
 public override void erase_tree(int tree_number, terraincomposer_save script)
 {
     if (this.tree.Count > 0)
     {
         script.erase_filters(this.tree[tree_number].prefilter);
         this.tree.RemoveAt(tree_number);
         this.tree_value.erase_value(tree_number);
         this.set_tree_text();
     }
 }
Beispiel #5
0
 public override void add_tree(int tree_number, terraincomposer_save script, bool new_filter)
 {
     this.tree.Insert(tree_number, new tree_class(script, new_filter));
     this.tree_value.add_value(tree_number, (float)50);
     this.set_tree_text();
 }