public override IBaseAction CreateAction(IContext ctx) { var pushData = new MeshDataReference(ctx, m_pushData); var targetData = new MeshDataReference(ctx, m_targetData); return(new PushMeshDataAction(pushData, targetData)); }
public TextureTypeUVsForMeshUVsAction(MeshDataReference mdr, TilesSetFilterReference tsf, LevelTextureConfig texConf) { m_meshData = mdr; m_tilesSetFilter = tsf; m_texConfig = texConf; }
public override IBaseAction CreateAction(IContext ctx) { var meshData = new MeshDataReference(ctx, m_meshData); var tileSetFilter = new TilesSetFilterReference(ctx, m_tileSetFilter); return(new TextureTypeUVsForMeshUVsAction(meshData, tileSetFilter, m_texConfig)); }
public override IBaseAction CreateAction(IContext ctx) { var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var meshData = new MeshDataReference(ctx, m_meshData); m_meshVar.Init(ctx); return(new TileTypeToMeshAction(currentPos, meshData, m_meshVar, m_meshOffset, Quaternion.Euler(m_orientation))); }
public TileTypeToMeshAction(Vector3Reference currentPos, MeshDataReference mdr, ObjectReference mesh, Vector3 meshOffset, Quaternion orientation) { m_currentPos = currentPos; m_mesh = mesh; m_meshData = mdr; m_meshOffset = meshOffset; m_orientation = orientation; }
public PushMeshDataAction(MeshDataReference push, MeshDataReference target) { m_push = push; m_target = target; }