예제 #1
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        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));
        }
예제 #2
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 public TextureTypeUVsForMeshUVsAction(MeshDataReference mdr,
                                       TilesSetFilterReference tsf,
                                       LevelTextureConfig texConf)
 {
     m_meshData       = mdr;
     m_tilesSetFilter = tsf;
     m_texConfig      = texConf;
 }
예제 #3
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        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));
        }
예제 #4
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        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)));
        }
예제 #5
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        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;
        }
예제 #6
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 public PushMeshDataAction(MeshDataReference push, MeshDataReference target)
 {
     m_push   = push;
     m_target = target;
 }