public void ChangeFalloff(int id)
        {
            SelectedFalloff = id;
            LastRotation    = BrushRotation.intValue;

            BrushGenerator.SetFallof(SelectedFalloff, LastRotation);

            TerrainMaterial.SetTexture("_BrushTex", (Texture)BrushGenerator.Current.RotatedBrush);
            //BrushGenerator.RegeneratePaintBrushIfNeeded(true);
        }
示例#2
0
        void SetBrush()
        {
            TerrainMaterial.SetInt("_Brush", 1);
            BrushGenerator.SetFallof(SelectedFalloff, LastRotation);
            TerrainMaterial.SetTexture("_BrushTex", (Texture)BrushGenerator.Current.Brushes[SelectedFalloff]);

            for (int i = 0; i < BrushTypes.Length; i++)
            {
                if (BrushTypes[i].isOn)
                {
                    ChangeBrush(i);
                    break;
                }
            }
        }
示例#3
0
        public void ChangeFalloff(int id)
        {
            if (!gameObject.activeSelf)
            {
                return;
            }

            SelectedFalloff = id;

            for (int i = 0; i < BrushToggles.Count; i++)
            {
                if (i == SelectedFalloff)
                {
                    continue;
                }
                BrushToggles[i].isOn = false;
            }
            LastRotation = BrushRotation.intValue;

            BrushGenerator.SetFallof(SelectedFalloff, LastRotation);

            TerrainMaterial.SetTexture("_BrushTex", (Texture)BrushGenerator.Current.RotatedBrush);
            //BrushGenerator.RegeneratePaintBrushIfNeeded(true);
        }
 void SetBrush()
 {
     TerrainMaterial.SetInt("_Brush", 1);
     BrushGenerator.SetFallof(SelectedFalloff, LastRotation);
     TerrainMaterial.SetTexture("_BrushTex", (Texture)BrushGenerator.Current.Brushes[SelectedFalloff]);
 }