public static PathList PathDataToPathList(WorldSerialization.PathData src) { PathList pathList = new PathList((string)src.name, Array.ConvertAll <WorldSerialization.VectorData, Vector3>((WorldSerialization.VectorData[])src.nodes, (Converter <WorldSerialization.VectorData, Vector3>)(item => WorldSerialization.VectorData.op_Implicit(item)))); pathList.Spline = (bool)src.spline; pathList.Start = (bool)src.start; pathList.End = (bool)src.end; pathList.Width = (float)src.width; pathList.InnerPadding = (float)src.innerPadding; pathList.OuterPadding = (float)src.outerPadding; pathList.InnerFade = (float)src.innerFade; pathList.OuterFade = (float)src.outerFade; pathList.RandomScale = (float)src.randomScale; pathList.MeshOffset = (float)src.meshOffset; pathList.TerrainOffset = (float)src.terrainOffset; pathList.Splat = (int)src.splat; pathList.Topology = (int)src.topology; pathList.Path.RecalculateTangents(); return(pathList); }
public static PathList PathDataToPathList(WorldSerialization.PathData src) { PathList pathList = new PathList(src.name, Array.ConvertAll <WorldSerialization.VectorData, Vector3>(src.nodes, (WorldSerialization.VectorData item) => item)) { Spline = src.spline, Start = src.start, End = src.end, Width = src.width, InnerPadding = src.innerPadding, OuterPadding = src.outerPadding, InnerFade = src.innerFade, OuterFade = src.outerFade, RandomScale = src.randomScale, MeshOffset = src.meshOffset, TerrainOffset = src.terrainOffset, Splat = src.splat, Topology = src.topology }; pathList.Path.RecalculateTangents(); return(pathList); }
public void AddPath(WorldSerialization.PathData path) { this.world.paths.Add(path); }