/// <summary> /// Updates the "Stack Preview" panel for the specified <see cref="EntityCategory"/>. /// </summary> /// <param name="category"> /// An <see cref="EntityCategory"/> value indicating the entity stack to preview.</param> /// <exception cref="InvalidEnumArgumentException"> /// <paramref name="category"/> is <see cref="EntityCategory.Upgrade"/> or an invalid <see /// cref="EntityCategory"/> value.</exception> /// <remarks> /// <b>UpdatePreview</b> shows overlaid images for all entities if <paramref /// name="category"/> equals <b>Effect</b> or <b>Terrain</b>, and only the image for the /// topmost entity if <paramref name="category"/> equals <b>Unit</b>.</remarks> private void UpdatePreview(EntityCategory category) { switch (category) { case EntityCategory.Terrain: // show entire stack for terrains TerrainPreview.Show(this._terrains); break; case EntityCategory.Unit: // show only topmost entity for units int index = this._units.Count - 1; if (index < 0) { EntityPreview.Clear(); } else { EntityPreview.Show(this._units[index]); } break; case EntityCategory.Effect: // show entire stack for effects EntityPreview.Show(this._effects); break; default: ThrowHelper.ThrowInvalidEnumArgumentException( "category", (int)category, typeof(EntityCategory)); break; } }
private void LoadTreeBrush() { if (currentTreeBrush == null) { currentTreeBrush = new TreeBrush(); } previewMesh = new TerrainPreview(); if (((TerrainScript)target).treePrototypes.Count > 0) { previewMesh.CreatePreviewmesh(((TerrainScript)target).treePrototypes[currentSelectedPrototype].prefab); } }
public override void OnInspectorGUI() { TerrainPreview mapPreview = (TerrainPreview)target; if (DrawDefaultInspector()) { if (mapPreview.autoUpdate) { mapPreview.DrawMapInEditor(); } } if (GUILayout.Button("Generate")) { mapPreview.DrawMapInEditor(); } }
private void LoadTreeBrush() { if (currentTreeBrush == null) { currentTreeBrush = new TreeBrush(); } previewMesh = new TerrainPreview(); if (((TerrainScript)target).treePrototypes.Count > 0) previewMesh.CreatePreviewmesh( ((TerrainScript)target).treePrototypes[currentSelectedPrototype].prefab ); }
private void OnEnable() { Terrain = (TerrainPreview)target; }