void OnWizardCreate()
        {
            FoliageLog.d("On wizard create!");

            // Build the unique stuff
            List <GameObject> uniq = new List <GameObject>();

            for (int i = 0; i < m_Extract.Count; i++)
            {
                if (m_Extract[i] != null && uniq.Contains(m_Extract[i]) == false)
                {
                    uniq.Add(m_Extract[i]);
                }
            }

            if (uniq.Count > 0)
            {
                m_Callback(uniq, m_AutoExtractPrototypes, m_DisableAfterExtraction, m_DeleteAfterExtraction);
            }
            else
            {
                FoliageLog.w("Could not extract anything from the list!");
            }
        }
Ejemplo n.º 2
0
        void OnWizardCreate()
        {
            FoliageLog.d("On wizard create!");

            List <int> hashes = new List <int>();

            for (int i = 0; i < m_Types.Count; i++)
            {
                int hash = m_Types[i].m_Hash;
                if (m_Extracting[i] && m_Painter.HasFoliageType(hash) && hashes.Contains(hash) == false)
                {
                    hashes.Add(hash);
                }
            }

            if (hashes.Count > 0)
            {
                m_Callback(hashes.ToArray());
            }
            else
            {
                FoliageLog.w("Could not extract anything from the list!");
            }
        }