public void AddLayer(int addPos) { ArrayTools.Insert(ref array, addPos, new GrassType() { name = "Grass Block" }); if (mainTexArray != null) { TextureArrayTools.Insert(ref mainTexArray, addPos, null); } if (bumpMapArray != null) { TextureArrayTools.Insert(ref bumpMapArray, addPos, null); } if (specSmoothMapArray != null) { TextureArrayTools.Insert(ref specSmoothMapArray, addPos, null); } if (sssVanishMapArray != null) { TextureArrayTools.Insert(ref sssVanishMapArray, addPos, null); } if (changeBlockData) { Voxeland.current.data.InsertType((byte)addPos); } }
public void RemoveAt(int index) { #if UNITY_EDITOR ArrayTools.RemoveAt(ref srcArr, index); TextureArrayTools.RemoveAt(ref texArr, index); SaveSources(); #endif }
public void Switch(int ch1, int ch2) { #if UNITY_EDITOR ArrayTools.Switch(srcArr, ch1, ch2); TextureArrayTools.Switch(ref texArr, ch1, ch2); SaveSources(); #endif }
public void SwitchLayers(int num1, int num2) { ArrayTools.Switch(array, num1, num2); TextureArrayTools.Switch(mainTexArray, num1, num2); TextureArrayTools.Switch(bumpMapArray, num1, num2); TextureArrayTools.Switch(specSmoothMapArray, num1, num2); TextureArrayTools.Switch(sssVanishMapArray, num1, num2); if (changeBlockData) { Voxeland.current.data.SwitchType((byte)num1, (byte)num2); } }
public void RemoveLayer(int num) { ArrayTools.RemoveAt(ref array, num); TextureArrayTools.RemoveAt(ref mainTexArray, num); TextureArrayTools.RemoveAt(ref bumpMapArray, num); TextureArrayTools.RemoveAt(ref specSmoothMapArray, num); TextureArrayTools.RemoveAt(ref sssVanishMapArray, num); if (changeBlockData) { Voxeland.current.data.RemoveType((byte)num); } }
public void Insert(Texture2D tex, Texture2D al, int index) { #if UNITY_EDITOR ArrayTools.Insert(ref srcArr, index, new SrcLayer()); TextureArrayTools.Insert(ref texArr, index, new Texture2D(texArr.width, texArr.height)); if (tex != null) { SetSource(tex, index, isAlpha: false, saveSources: false); } if (al != null) { SetSource(al, index, isAlpha: true, saveSources: false); } SaveSources(); #endif }
public void Add(Texture2D tex, Texture2D al) { #if UNITY_EDITOR ArrayTools.Add(ref srcArr, new SrcLayer()); TextureArrayTools.Add(ref texArr, new Texture2D(texArr.width, texArr.height)); if (tex != null) { SetSource(tex, srcArr.Length - 1, isAlpha: false, saveSources: false); } if (al != null) { SetSource(al, srcArr.Length - 1, isAlpha: true, saveSources: false); } SaveSources(); #endif }