public override rotation_map_class copy_rotation_map(rotation_map_class rotation_map) { GameObject gameObject = new GameObject(); save_template save_template = (save_template)gameObject.AddComponent(typeof(save_template)); save_template.rotation_map = rotation_map; GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject); UnityEngine.Object.DestroyImmediate(gameObject); save_template = (save_template)gameObject2.GetComponent(typeof(save_template)); rotation_map_class result = save_template.rotation_map; UnityEngine.Object.DestroyImmediate(gameObject2); return(result); }
public object_output_class() { this.foldout = true; this.color_object = new Color((float)2, (float)2, (float)2, (float)1); this.icon_display = true; this.objects_active = true; this.objects_foldout = true; this.strength = (float)1; this.interface_display = true; this.object_text = "Object:"; this.scale = (float)1; this.objects_placed = new List <Vector3>(); this.objects_placed_rot = new List <Vector3>(); this.@object = new List <object_class>(); this.object_value = new value_class(); this.rotation_map = new rotation_map_class(); }
public override void set_rotation(object_class object1, int object_number, bool all) { for (int i = 0; i < [email protected]; i++) { if (this.object_value.active[i] || all) { if (i != object_number) { this.@object[i].rotation_steps = object1.rotation_steps; this.@object[i].rotation_step = object1.rotation_step; this.@object[i].rotation_map = this.copy_rotation_map(object1.rotation_map); } if (this.@object[i].color_object[0] > 0.5f) { this.@object[i].color_object = this.@object[i].color_object + new Color(-0.5f, (float)0, -0.5f, (float)0); } } } }
public object_class() { this.random_position = true; this.equal_density = true; this.color_object = new Color((float)2, (float)2, (float)2, (float)1); this.parent_clear = true; this.combine = true; this.combine_total = true; this.place_max = 1; this.scale_start = new Vector3((float)1, (float)1, (float)1); this.scale_end = new Vector3((float)1, (float)1, (float)1); this.unlink_y = 0.25f; this.unlink_z = 0.25f; this.scale_link = true; this.scale_link_start_y = true; this.scale_link_end_y = true; this.scale_link_start_z = true; this.scale_link_end_z = true; this.scaleCurve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1); this.rotation_start = new Vector3((float)0, (float)0, (float)0); this.rotation_end = new Vector3((float)0, (float)0, (float)0); this.position_start = new Vector3((float)0, (float)0, (float)0); this.position_end = new Vector3((float)0, (float)0, (float)0); this.terrain_height = true; this.rotation_map = new rotation_map_class(); this.distance_include_scale = true; this.distance_include_scale_group = true; this.objects_placed = new List <distance_class>(); this.object_material = new material_class(); this.combine_parent_name = string.Empty; this.swap_text = "S"; this.object_child = new List <object_class>(); this.ray_length = (float)20; this.cast_height = (float)20; this.ray_radius = (float)1; this.ray_direction = new Vector3((float)0, (float)-1, (float)0); }
public object_class() { this.random_position = true; this.equal_density = true; this.color_object = new Color((float)2, (float)2, (float)2, (float)1); this.parent_clear = true; this.combine = true; this.combine_total = true; this.place_max = 1; this.scale_start = new Vector3((float)1, (float)1, (float)1); this.scale_end = new Vector3((float)1, (float)1, (float)1); this.unlink_y = 0.25f; this.unlink_z = 0.25f; this.scale_link = true; this.scale_link_start_y = true; this.scale_link_end_y = true; this.scale_link_start_z = true; this.scale_link_end_z = true; this.scaleCurve = AnimationCurve.Linear((float)0, (float)0, (float)1, (float)1); this.rotation_start = new Vector3((float)0, (float)0, (float)0); this.rotation_end = new Vector3((float)0, (float)0, (float)0); this.position_start = new Vector3((float)0, (float)0, (float)0); this.position_end = new Vector3((float)0, (float)0, (float)0); this.terrain_height = true; this.rotation_map = new rotation_map_class(); this.distance_include_scale = true; this.distance_include_scale_group = true; this.objects_placed = new List<distance_class>(); this.object_material = new material_class(); this.combine_parent_name = string.Empty; this.swap_text = "S"; this.object_child = new List<object_class>(); this.ray_length = (float)20; this.cast_height = (float)20; this.ray_radius = (float)1; this.ray_direction = new Vector3((float)0, (float)-1, (float)0); }