using UnityEngine; public class LakePolygonSwitch : MonoBehaviour { public LakePolygon Polygon; public LakePolygonProfile Profile; public void Switch() { SetProfile(Profile); Polygon.GeneratePolygon(); } public void SetProfile(LakePolygonProfile lakeProfile) { Polygon.currentProfile = lakeProfile; Polygon.GetComponent().sharedMaterial = Polygon.currentProfile.lakeMaterial; Polygon.terrainCarve = new AnimationCurve(Polygon.currentProfile.terrainCarve.keys); Polygon.terrainPaintCarve = new AnimationCurve(Polygon.currentProfile.terrainPaintCarve.keys); Polygon.distSmooth = Polygon.currentProfile.distSmooth; Polygon.uvScale = Polygon.currentProfile.uvScale; Polygon.terrainSmoothMultiplier = Polygon.currentProfile.terrainSmoothMultiplier; Polygon.currentSplatMap = Polygon.currentProfile.currentSplatMap; Polygon.maximumTriangleSize = Polygon.currentProfile.maximumTriangleSize; Polygon.traingleDensity = Polygon.currentProfile.traingleDensity; Polygon.receiveShadows = Polygon.currentProfile.receiveShadows; Polygon.shadowCastingMode = Polygon.currentProfile.shadowCastingMode; Polygon.automaticFlowMapScale = Polygon.currentProfile.automaticFlowMapScale; Polygon.noiseflowMap = Polygon.currentProfile.noiseflowMap; Polygon.noiseMultiplierflowMap = Polygon.currentProfile.noiseMultiplierflowMap; Polygon.noiseSizeXflowMap = Polygon.currentProfile.noiseSizeXflowMap; Polygon.noiseSizeZflowMap = Polygon.currentProfile.noiseSizeZflowMap; Polygon.noiseCarve = Polygon.currentProfile.noiseCarve; Polygon.noiseMultiplierInside = Polygon.currentProfile.noiseMultiplierInside; Polygon.noiseMultiplierOutside = Polygon.currentProfile.noiseMultiplierOutside; Polygon.noiseSizeX = Polygon.currentProfile.noiseSizeX; Polygon.noiseSizeZ = Polygon.currentProfile.noiseSizeZ; Polygon.noisePaint = Polygon.currentProfile.noisePaint; Polygon.noiseMultiplierInsidePaint = Polygon.currentProfile.noiseMultiplierInsidePaint; Polygon.noiseMultiplierOutsidePaint = Polygon.currentProfile.noiseMultiplierOutsidePaint; Polygon.noiseSizeXPaint = Polygon.currentProfile.noiseSizeXPaint; Polygon.noiseSizeZPaint = Polygon.currentProfile.noiseSizeZPaint; Polygon.mixTwoSplatMaps = Polygon.currentProfile.mixTwoSplatMaps; Polygon.secondSplatMap = Polygon.currentProfile.secondSplatMap; Polygon.addCliffSplatMap = Polygon.currentProfile.addCliffSplatMap; Polygon.cliffSplatMap = Polygon.currentProfile.cliffSplatMap; Polygon.cliffAngle = Polygon.currentProfile.cliffAngle; Polygon.cliffBlend = Polygon.currentProfile.cliffBlend; Polygon.cliffSplatMapOutside = Polygon.currentProfile.cliffSplatMapOutside; Polygon.cliffAngleOutside = Polygon.currentProfile.cliffAngleOutside; Polygon.cliffBlendOutside = Polygon.currentProfile.cliffBlendOutside; Polygon.distanceClearFoliage = Polygon.currentProfile.distanceClearFoliage; Polygon.distanceClearFoliageTrees = Polygon.currentProfile.distanceClearFoliageTrees; Polygon.oldProfile = Polygon.currentProfile; } }