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