コード例 #1
0
		public void PopulatePreset(HEU_VolumeCachePreset cachePreset)
		{
			cachePreset._objName = ObjectName;
			cachePreset._geoName = GeoName;
			cachePreset._uiExpanded = UIExpanded;
			cachePreset._tile = TileIndex;

			if (_terrainData != null)
			{
				cachePreset._terrainDataPath = HEU_AssetDatabase.GetAssetPath(_terrainData);
			}
			else
			{
				cachePreset._terrainDataPath = "";
			}
			//Debug.Log("Set terraindata path: " + cachePreset._terrainDataPath);

			foreach (HEU_VolumeLayer layer in _layers)
			{
				HEU_VolumeLayerPreset layerPreset = new HEU_VolumeLayerPreset();

				layerPreset._layerName = layer._layerName;
				layerPreset._strength = layer._strength;
				layerPreset._uiExpanded = layer._uiExpanded;
				layerPreset._tile = layer._tile;

				cachePreset._volumeLayersPresets.Add(layerPreset);
			}
		}
コード例 #2
0
		public void PopulatePreset(HEU_VolumeCachePreset cachePreset)
		{
			cachePreset._objName = ObjectName;
			cachePreset._geoName = GeoName;
			cachePreset._uiExpanded = UIExpanded;

			foreach (HEU_VolumeLayer layer in _layers)
			{
				HEU_VolumeLayerPreset layerPreset = new HEU_VolumeLayerPreset();

				layerPreset._layerName = layer._layerName;
				layerPreset._strength = layer._strength;

				if(layer._splatTexture != null)
				{
					layerPreset._splatTexturePath = HEU_AssetDatabase.GetAssetPath(layer._splatTexture);
				}

				if (layer._normalTexture != null)
				{
					layerPreset._normalTexturePath = HEU_AssetDatabase.GetAssetPath(layer._normalTexture);
				}

				layerPreset._tileSize = layer._tileSize;
				layerPreset._tileOffset = layer._tileOffset;
				layerPreset._metallic = layer._metallic;
				layerPreset._smoothness = layer._smoothness;
				layerPreset._uiExpanded = layer._uiExpanded;

				cachePreset._volumeLayersPresets.Add(layerPreset);
			}
		}