/// <summary> /// Set the terrain snap alignment. ) /// /// </summary> public void setTerrainSnapAlignment(WorldEditor__AlignmentType alignment) { TorqueScriptTemplate.m_ts.fnWorldEditor_setTerrainSnapAlignment(_mSimObjectId, (int)alignment); }
/// <summary> /// Set the soft snap alignment. ) /// /// </summary> public void setSoftSnapAlignment(WorldEditor__AlignmentType type) { TorqueScriptTemplate.m_ts.fnWorldEditor_setSoftSnapAlignment(_mSimObjectId, (int)type); }
/// <summary> /// Set the terrain snap alignment. ) /// /// </summary> public void setTerrainSnapAlignment(string worldeditor, WorldEditor__AlignmentType alignment){ m_ts.fnWorldEditor_setTerrainSnapAlignment(worldeditor, (int)alignment ); }
/// <summary> /// Set the soft snap alignment. ) /// /// </summary> public void setSoftSnapAlignment(string worldeditor, WorldEditor__AlignmentType type){ m_ts.fnWorldEditor_setSoftSnapAlignment(worldeditor, (int)type ); }
/// <summary> /// Set the terrain snap alignment. ) /// /// </summary> public void setTerrainSnapAlignment(WorldEditor__AlignmentType alignment) { TorqueScriptTemplate.m_ts.fnWorldEditor_setTerrainSnapAlignment(_mSimObjectId, (int) alignment); }
/// <summary> /// Set the soft snap alignment. ) /// /// </summary> public void setSoftSnapAlignment(WorldEditor__AlignmentType type) { TorqueScriptTemplate.m_ts.fnWorldEditor_setSoftSnapAlignment(_mSimObjectId, (int) type); }