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

78 lines
4.0 KiB
C#

using UnityEngine;
public class RamSwitch : MonoBehaviour
{
public RamSpline spline;
public SplineProfile Profile;
public void Switch()
{
SetProfile(Profile);
spline.GenerateSpline();
}
public void SetProfile(SplineProfile splineProfile)
{
spline.currentProfile = splineProfile;
spline.meshCurve = new AnimationCurve(spline.currentProfile.meshCurve.keys);
spline.flowFlat = new AnimationCurve(spline.currentProfile.flowFlat.keys);
spline.flowWaterfall = new AnimationCurve(spline.currentProfile.flowWaterfall.keys);
spline.terrainCarve = new AnimationCurve(spline.currentProfile.terrainCarve.keys);
spline.terrainPaintCarve = new AnimationCurve(spline.currentProfile.terrainPaintCarve.keys);
for (int i = 0; i < spline.controlPointsMeshCurves.Count; i++)
{
spline.controlPointsMeshCurves[i] = new AnimationCurve(spline.meshCurve.keys);
}
spline.GetComponent<MeshRenderer>().sharedMaterial = spline.currentProfile.splineMaterial;
spline.minVal = spline.currentProfile.minVal;
spline.maxVal = spline.currentProfile.maxVal;
spline.traingleDensity = spline.currentProfile.traingleDensity;
spline.vertsInShape = spline.currentProfile.vertsInShape;
spline.uvScale = spline.currentProfile.uvScale;
spline.uvRotation = spline.currentProfile.uvRotation;
spline.noiseflowMap = spline.currentProfile.noiseflowMap;
spline.noiseMultiplierflowMap = spline.currentProfile.noiseMultiplierflowMap;
spline.noiseSizeXflowMap = spline.currentProfile.noiseSizeXflowMap;
spline.noiseSizeZflowMap = spline.currentProfile.noiseSizeZflowMap;
spline.floatSpeed = spline.currentProfile.floatSpeed;
spline.distSmooth = spline.currentProfile.distSmooth;
spline.distSmoothStart = spline.currentProfile.distSmoothStart;
spline.noiseCarve = spline.currentProfile.noiseCarve;
spline.noiseMultiplierInside = spline.currentProfile.noiseMultiplierInside;
spline.noiseMultiplierOutside = spline.currentProfile.noiseMultiplierOutside;
spline.noiseSizeX = spline.currentProfile.noiseSizeX;
spline.noiseSizeZ = spline.currentProfile.noiseSizeZ;
spline.terrainSmoothMultiplier = spline.currentProfile.terrainSmoothMultiplier;
spline.currentSplatMap = spline.currentProfile.currentSplatMap;
spline.mixTwoSplatMaps = spline.currentProfile.mixTwoSplatMaps;
spline.secondSplatMap = spline.currentProfile.secondSplatMap;
spline.addCliffSplatMap = spline.currentProfile.addCliffSplatMap;
spline.cliffSplatMap = spline.currentProfile.cliffSplatMap;
spline.cliffAngle = spline.currentProfile.cliffAngle;
spline.cliffBlend = spline.currentProfile.cliffBlend;
spline.cliffSplatMapOutside = spline.currentProfile.cliffSplatMapOutside;
spline.cliffAngleOutside = spline.currentProfile.cliffAngleOutside;
spline.cliffBlendOutside = spline.currentProfile.cliffBlendOutside;
spline.distanceClearFoliage = spline.currentProfile.distanceClearFoliage;
spline.distanceClearFoliageTrees = spline.currentProfile.distanceClearFoliageTrees;
spline.noisePaint = spline.currentProfile.noisePaint;
spline.noiseMultiplierInsidePaint = spline.currentProfile.noiseMultiplierInsidePaint;
spline.noiseMultiplierOutsidePaint = spline.currentProfile.noiseMultiplierOutsidePaint;
spline.noiseSizeXPaint = spline.currentProfile.noiseSizeXPaint;
spline.noiseSizeZPaint = spline.currentProfile.noiseSizeZPaint;
spline.simulatedRiverLength = spline.currentProfile.simulatedRiverLength;
spline.simulatedRiverPoints = spline.currentProfile.simulatedRiverPoints;
spline.simulatedMinStepSize = spline.currentProfile.simulatedMinStepSize;
spline.simulatedNoUp = spline.currentProfile.simulatedNoUp;
spline.simulatedBreakOnUp = spline.currentProfile.simulatedBreakOnUp;
spline.noiseWidth = spline.currentProfile.noiseWidth;
spline.noiseMultiplierWidth = spline.currentProfile.noiseMultiplierWidth;
spline.noiseSizeWidth = spline.currentProfile.noiseSizeWidth;
spline.receiveShadows = spline.currentProfile.receiveShadows;
spline.shadowCastingMode = spline.currentProfile.shadowCastingMode;
spline.GenerateSpline();
spline.oldProfile = spline.currentProfile;
}
}