/// <summary> /// Handles flipping in the given direction when the FlipTool is activated /// </summary> /// <param name="axis">Axis to flip by</param> protected void Flip(GridBrushBase.FlipAxis axis) { if (GridPaintingState.gridBrush == null) { return; } var grid = GridPaintingState.activeGrid; if (grid == null) { grid = GridPaintingState.lastActiveGrid; } if (grid != null && grid.isActive) { GridPaintingState.gridBrush.Flip(axis, grid.cellLayout); grid.Repaint(); } else if (GridPaintingState.scenePaintTarget != null) { var gridLayout = GridPaintingState.scenePaintTarget.GetComponentInParent <GridLayout>(); if (gridLayout != null) { GridPaintingState.gridBrush.Flip(axis, gridLayout.cellLayout); } } }
public override void Flip(GridBrushBase.FlipAxis flip, GridLayout.CellLayout layout) { if (flip == GridBrushBase.FlipAxis.X) { this.FlipX(); } else { this.FlipY(); } }
public virtual void Flip(GridBrushBase.FlipAxis flip, GridLayout.CellLayout layout) { }