public UpdateMesh ( |
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matrix | ||
materials | List |
|
verts | List |
|
tris | List |
|
aoSpheres | List |
|
buildFlags | int | |
adaptiveQuality | float | |
aoDensity | float | |
return | void |
void SwitchLeaves() { Tree treeObject = gameObject.GetComponent <Tree> (); TreeEditor.TreeData treeData = treeObject.data as TreeEditor.TreeData; TreeEditor.TreeGroupLeaf[] treeGroupLeaves = treeData.leafGroups; foreach (TreeEditor.TreeGroupLeaf treeGroupLeaf in treeGroupLeaves) { treeGroupLeaf.visible = !treeGroupLeaf.visible; } Material[] materials; treeData.UpdateMesh(treeObject.transform.worldToLocalMatrix, out materials); }