public static bool ApplyTerrainChecks(this Transform transform, TerrainCheck[] anchors, Vector3 pos, Quaternion rot, Vector3 scale, SpawnFilter filter = null)
 {
     if (anchors.Length == 0)
     {
         return(true);
     }
     for (int i = 0; i < (int)anchors.Length; i++)
     {
         TerrainCheck terrainCheck = anchors[i];
         Vector3      vector3      = Vector3.Scale(terrainCheck.worldPosition, scale);
         if (terrainCheck.Rotate)
         {
             vector3 = rot * vector3;
         }
         Vector3 vector31 = pos + vector3;
         if (TerrainMeta.OutOfBounds(vector31))
         {
             return(false);
         }
         if (filter != null && filter.GetFactor(vector31) == 0f)
         {
             return(false);
         }
         if (!terrainCheck.Check(vector31))
         {
             return(false);
         }
     }
     return(true);
 }
Example #2
0
 public static bool ApplyTerrainChecks(
     this Transform transform,
     TerrainCheck[] anchors,
     Vector3 pos,
     Quaternion rot,
     Vector3 scale,
     SpawnFilter filter = null)
 {
     if (anchors.Length == 0)
     {
         return(true);
     }
     for (int index = 0; index < anchors.Length; ++index)
     {
         TerrainCheck anchor    = anchors[index];
         Vector3      vector3_1 = Vector3.Scale(anchor.worldPosition, scale);
         if (anchor.Rotate)
         {
             vector3_1 = Quaternion.op_Multiply(rot, vector3_1);
         }
         Vector3 vector3_2 = Vector3.op_Addition(pos, vector3_1);
         if (TerrainMeta.OutOfBounds(vector3_2) || filter != null && (double)filter.GetFactor(vector3_2) == 0.0 || !anchor.Check(vector3_2))
         {
             return(false);
         }
     }
     return(true);
 }
Example #3
0
 void Start()
 {
     tcheck = gameObject.GetComponent <TerrainCheck>();
 }