Пример #1
0
    public static void SetFallof(int FallofId, float Rotation)
    {
        if (LastFallofId == FallofId && LastRotation == Rotation)
        {
            return;
        }

        BrushGenerator.Current.Brushes[FallofId].wrapMode   = TextureWrapMode.Clamp;
        BrushGenerator.Current.Brushes[FallofId].mipMapBias = -1f;
        BrushGenerator.Current.Brushes[FallofId].filterMode = FilterMode.Bilinear;
        BrushGenerator.Current.Brushes[FallofId].anisoLevel = 2;

        if (Rotation == 0)
        {
            BrushGenerator.Current.RotatedBrush = BrushGenerator.Current.Brushes[FallofId];
        }
        else
        {
            BrushGenerator.Current.RotatedBrush = BrushGenerator.rotateTexture(BrushGenerator.Current.Brushes[FallofId], Rotation);
        }

        LastFallofId = FallofId;
        LastRotation = Rotation;
        RegeneratePaintBrushIfNeeded(true);
    }
Пример #2
0
        public void UpdateMenu(bool Slider = false)
        {
            if (Slider)
            {
            }
            else
            {
            }

            Min = BrushMini.value / ScmapEditor.Current.Data.size.y;
            Max = BrushMax.value / ScmapEditor.Current.Data.size.y;

            Min /= 10f;
            Max /= 10f;

            if (LastRotation != BrushRotation.intValue)
            {
                LastRotation = BrushRotation.intValue;
                if (LastRotation == 0)
                {
                    BrushGenerator.Current.RotatedBrush = BrushGenerator.Current.Brushes[SelectedFalloff];
                }
                else
                {
                    BrushGenerator.Current.RotatedBrush = BrushGenerator.rotateTexture(BrushGenerator.Current.Brushes[SelectedFalloff], LastRotation);
                }

                TerrainMaterial.SetTexture("_BrushTex", (Texture)BrushGenerator.Current.RotatedBrush);
                BrushGenerator.RegeneratePaintBrushIfNeeded(true);
            }
        }
Пример #3
0
 public void ChangeFalloff(int id)
 {
     SelectedFalloff = id;
     BrushGenerator.Current.Brushes[SelectedFalloff].wrapMode   = TextureWrapMode.Clamp;
     BrushGenerator.Current.Brushes[SelectedFalloff].mipMapBias = -1f;
     BrushGenerator.Current.Brushes[SelectedFalloff].filterMode = FilterMode.Bilinear;
     BrushGenerator.Current.Brushes[SelectedFalloff].anisoLevel = 2;
     LastRotation = BrushRotation.intValue;
     if (LastRotation == 0)
     {
         BrushGenerator.Current.RotatedBrush = BrushGenerator.Current.Brushes[SelectedFalloff];
     }
     else
     {
         BrushGenerator.Current.RotatedBrush = BrushGenerator.rotateTexture(BrushGenerator.Current.Brushes[SelectedFalloff], LastRotation);
     }
     TerrainMaterial.SetTexture("_BrushTex", (Texture)BrushGenerator.Current.RotatedBrush);
     BrushGenerator.RegeneratePaintBrushIfNeeded(true);
 }