Files
Ultimate-Fishing-Simulator-…/Assets/Scripts/Assembly-CSharp/LakePolygonSwitch.cs
2026-03-04 09:37:33 +08:00

58 lines
3.0 KiB
C#

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<MeshRenderer>().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;
}
}