static private void OCDCQCQODD(RoadObjectScript target) { EditorUtility.DisplayProgressBar("Build EasyRoads3D Object - " + target.gameObject.name, "Initializing", 0); RoadObjectScript[] scripts = (RoadObjectScript[])FindObjectsOfType(typeof(RoadObjectScript)); List <Transform> rObj = new List <Transform>(); #if UNITY_4_3 #else #endif foreach (RoadObjectScript script in scripts) { if (script.transform != target.transform) { rObj.Add(script.transform); } } if (target.ODODQOQO == null) { target.ODODQOQO = target.OODODOQQOD.OOCCQODDOD(); target.ODODQOQOInt = target.OODODOQQOD.OCOCDOODOC(); } target.OCQDOCOQDO(0.5f, true, false); List <tPoint> hitODQCCQQQDD = target.OODODOQQOD.ODQCOOQQDD(Vector3.zero, target.raise, target.obj, target.OOQDOOQQ, rObj, target.handleVegetation); List <Vector3> changeArr = new List <Vector3>(); float stepsf = Mathf.Floor(hitODQCCQQQDD.Count / 10); int steps = Mathf.RoundToInt(stepsf); for (int i = 0; i < 10; i++) { changeArr = target.OODODOQQOD.ODCCCQQQCC(hitODQCCQQQDD, i * steps, steps, changeArr); EditorUtility.DisplayProgressBar("Build EasyRoads3D Object - " + target.gameObject.name, "Updating Terrain", i * 10); } changeArr = target.OODODOQQOD.ODCCCQQQCC(hitODQCCQQQDD, 10 * steps, hitODQCCQQQDD.Count - (10 * steps), changeArr); target.OODODOQQOD.OODQQQOCDC(changeArr, rObj); target.OOCQDDOQOC(); EditorUtility.ClearProgressBar(); }
static private void OCDCQCQODD(RoadObjectScript target){ EditorUtility.DisplayProgressBar("Build EasyRoads3D Object - " + target.gameObject.name,"Initializing", 0); RoadObjectScript[] scripts = (RoadObjectScript[])FindObjectsOfType(typeof(RoadObjectScript)); List<Transform> rObj = new List<Transform>(); #if UNITY_4_3 #else #endif foreach(RoadObjectScript script in scripts) { if(script.transform != target.transform) rObj.Add(script.transform); } if(target.ODODQOQO == null){ target.ODODQOQO = target.OODODOQQOD.OOCCQODDOD(); target.ODODQOQOInt = target.OODODOQQOD.OCOCDOODOC(); } target.OCQDOCOQDO(0.5f, true, false); List<tPoint> hitODQCCQQQDD = target.OODODOQQOD.ODQCOOQQDD(Vector3.zero, target.raise, target.obj, target.OOQDOOQQ, rObj, target.handleVegetation); List<Vector3> changeArr = new List<Vector3>(); float stepsf = Mathf.Floor(hitODQCCQQQDD.Count / 10); int steps = Mathf.RoundToInt(stepsf); for(int i = 0; i < 10;i++){ changeArr = target.OODODOQQOD.ODCCCQQQCC(hitODQCCQQQDD, i * steps, steps, changeArr); EditorUtility.DisplayProgressBar("Build EasyRoads3D Object - " + target.gameObject.name,"Updating Terrain", i * 10); } changeArr = target.OODODOQQOD.ODCCCQQQCC(hitODQCCQQQDD, 10 * steps, hitODQCCQQQDD.Count - (10 * steps), changeArr); target.OODODOQQOD.OODQQQOCDC(changeArr, rObj); target.OOCQDDOQOC(); EditorUtility.ClearProgressBar(); }