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!"); } }
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!"); } }