Пример #1
0
        public void AssignFrom(Pattern3D pattern, bool fromShape2Pattern = false)
        {
            constraintSize = pattern.constraintSize;
            geo            = pattern.geo;
            sizeZ          = pattern.sizeZ;

            layer = pattern.layer;

            offset.content = pattern.offset;
            scale.content  = pattern.scale;
            rot.content    = pattern.rot;
            pivot.content  = pattern.pivot;

            deltaAmp.content   = pattern.deltaAmp;
            deltaOffset.target = pattern.deltaOffset;
            deltaSpeed.target  = pattern.deltaSpeed;
            deltaPivot.content = pattern.deltaPivot;

            tex    = pattern.tex;
            alpha  = pattern.alpha;
            fn     = pattern.fn;
            enable = pattern.enable;

            antiShadow = pattern.antiShadow;
            flip       = pattern.flip;
            solid      = pattern.solid;
            fullWarp   = pattern.fullWarp;

            CastShadow    = pattern.CastShadow;
            ReceiveShadow = pattern.ReceiveShadow;

            if (fromShape2Pattern)
            {
                TagStr = pattern.TagStr;
                sizeZ  = Mathf.Min(pattern.sizeZ, MAX_ZSIZE);
                Build();
            }
            else
            {
                refPattern3D = pattern;
                tagStr       = pattern.tagStr;
                tags         = pattern.tags;
                linkedScript = pattern.linkedScript;
            }
        }
Пример #2
0
        public void Reset()
        {
            refPattern3D = this;

            geo   = Geo3DType.CUBE;
            layer = ZLayer.UNIDENTIFIED;

            scale.content  = Vector3.one;
            offset.content = Vector3.zero;
            rot.content    = Vector3.zero;
            pivot.content  = Vector3.one / 2;

            for (int i = 0; i < 4; i++)
            {
                for (int j = 0; j < 4; j++)
                {
                    deltaSpeed[i, j]  = DefaultSpeed;
                    deltaOffset[i, j] = DefaultOffset;
                }
            }
            deltaAmp.content   = Vector3.zero;
            deltaPivot.content = Vector3.one / 2f;
            alpha  = 1;
            tex    = null;
            fn     = false;
            enable = true;

            antiShadow = false;
            flip       = false;
            solid      = false;
            fullWarp   = false;

            CastShadow    = true;
            ReceiveShadow = true;

            tagStr       = string.Empty;
            linkedScript = null;
            tags         = null;
        }