예제 #1
0
 public void AddLayer(int addPos)
 {
     ArrayTools.Insert(ref array, addPos, new GrassType()
     {
         name = "Grass Block"
     });
     if (mainTexArray != null)
     {
         TextureArrayTools.Insert(ref mainTexArray, addPos, null);
     }
     if (bumpMapArray != null)
     {
         TextureArrayTools.Insert(ref bumpMapArray, addPos, null);
     }
     if (specSmoothMapArray != null)
     {
         TextureArrayTools.Insert(ref specSmoothMapArray, addPos, null);
     }
     if (sssVanishMapArray != null)
     {
         TextureArrayTools.Insert(ref sssVanishMapArray, addPos, null);
     }
     if (changeBlockData)
     {
         Voxeland.current.data.InsertType((byte)addPos);
     }
 }
예제 #2
0
 public void AddLayer(int addPos)
 {
     ArrayTools.Insert(ref array, addPos, new ObjectType()
     {
         name = "Objects Block"
     });
 }
예제 #3
0
 public void BackTrack()
 {
     transform.position = track[track.Length - 1];
     ArrayTools.Insert(ref track, 0, track[0]);
     ArrayTools.Insert(ref timeTrack, 0, timeTrack[0]);
     ArrayTools.RemoveAt(ref track, track.Length - 1);
     ArrayTools.RemoveAt(ref timeTrack, timeTrack.Length - 1);
 }
        public void Insert(Texture2D tex, Texture2D al, int index)
        {
                        #if UNITY_EDITOR
            ArrayTools.Insert(ref srcArr, index, new SrcLayer());
            TextureArrayTools.Insert(ref texArr, index, new Texture2D(texArr.width, texArr.height));

            if (tex != null)
            {
                SetSource(tex, index, isAlpha: false, saveSources: false);
            }
            if (al != null)
            {
                SetSource(al, index, isAlpha: true, saveSources: false);
            }

            SaveSources();
                        #endif
        }
예제 #5
0
        public void AddLayer(int addPos)
        {
            ArrayTools.Insert(ref array, addPos, new BlockType()
            {
                name = "Land Block"
            });
            if (changeBlockData)
            {
                Voxeland.current.data.InsertType((byte)addPos);
            }

            //saving texture array guids
                                #if UNITY_EDITOR
            if (textureArrays)                      //based on TextureArrayInspector
            {
                mainTexArrDec.Insert(null, null, addPos);
                bumpTexArrDec.Insert(null, null, addPos);
                UnityEditor.AssetDatabase.Refresh();
            }
                                #endif
        }
예제 #6
0
 public void AddLayer(int num)
 {
     ArrayTools.Insert(ref gens, num, new GrassGenerator());
 }