public void SetTexturing2(RageSpline.UVMapping texturing, RageSpline caller) { if (this.UVMapping2 != texturing) { this.UVMapping2 = texturing; RefreshAllRageSplinesWithThisStyle(caller); } }
public void GetStyleFromRageSpline(RageSpline rageSpline) { this.antiAliasingWidth = rageSpline.antiAliasingWidth; this.colliderZDepth = rageSpline.colliderZDepth; this.createPhysicsInEditor = rageSpline.createPhysicsInEditor; this.emboss = rageSpline.emboss; this.embossAngle = rageSpline.embossAngle; this.embossColor1 = rageSpline.embossColor1; this.embossColor2 = rageSpline.embossColor2; this.embossCurveSmoothness = rageSpline.embossCurveSmoothness; this.embossOffset = rageSpline.embossOffset; this.embossSize = rageSpline.embossSize; this.fill = rageSpline.fill; this.fillColor1 = rageSpline.fillColor1; this.fillColor2 = rageSpline.fillColor2; this.gradientAngle = rageSpline.gradientAngle; this.gradientOffset = rageSpline.gradientOffset; this.gradientScale = rageSpline.gradientScale; this.outline = rageSpline.outline; this.outlineColor1 = rageSpline.outlineColor1; this.outlineColor2 = rageSpline.outlineColor2; this.outlineTexturingScale = rageSpline.outlineTexturingScale; this.outlineWidth = rageSpline.OutlineWidth; this.outlineGradient = rageSpline.outlineGradient; this.outlineNormalOffset = rageSpline.outlineNormalOffset; this.corners = rageSpline.corners; this.physics = rageSpline.physics; this.physicsColliderCount = rageSpline.physicsColliderCount; this.physicsMaterial = rageSpline.physicsMaterial; this.textureAngle = rageSpline.textureAngle; this.textureAngle2 = rageSpline.textureAngle2; this.textureOffset = rageSpline.textureOffset; this.textureOffset2 = rageSpline.textureOffset2; this.textureScale = rageSpline.textureScale; this.textureScale2 = rageSpline.textureScale2; this.UVMapping1 = rageSpline.UVMapping1; this.UVMapping2 = rageSpline.UVMapping2; this.vertexCount = rageSpline.vertexCount; }