using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class terrain_area_class { public List terrains; public int index; public tile_class tiles; public tile_class tiles_select; public int tiles_total; public int tiles_select_total; public int tiles_assigned_total; public bool tiles_select_link; public Vector3 size; public Vector3 center; public bool edit; public bool disable_edit; public bool area_foldout; public bool tiles_foldout; public bool settings_foldout; public bool center_synchronous; public bool tile_synchronous; public bool tile_position_synchronous; public Rect rect; public Rect rect1; public string text; public string text_edit; public bool display_short; public remarks_class remarks; public bool copy_settings; public int copy_terrain; public bool foldout; public bool terrains_active; public bool terrains_scene_active; public bool terrains_foldout; public auto_search_class auto_search; public auto_search_class auto_name; public string path; public Transform parent; public string scene_name; public string asset_name; public bool resize; public bool resize_left; public bool resize_right; public bool resize_top; public bool resize_bottom; public bool resize_topLeft; public bool resize_topRight; public bool resize_bottomLeft; public bool resize_bottomRight; public bool resize_center; public terrain_area_class() { terrains = new List(); tiles = new tile_class(); tiles_select = new tile_class(); tiles_select_link = true; center = new Vector3(0f, 0f, 0f); center_synchronous = true; tile_synchronous = true; tile_position_synchronous = true; text_edit = string.Empty; remarks = new remarks_class(); copy_settings = true; foldout = true; terrains_active = true; terrains_scene_active = true; terrains_foldout = true; auto_search = new auto_search_class(); auto_name = new auto_search_class(); scene_name = "Terrain"; asset_name = "New Terrain"; set_terrain_text(); } public virtual void clear() { terrains.Clear(); set_terrain_text(); } public virtual void clear_to_one() { int count = terrains.Count; for (int i = 1; i < count; i++) { terrains.RemoveAt(1); } set_terrain_text(); } public virtual void set_terrain_text() { if (text_edit.Length == 0) { if (terrains.Count > 1) { text = "Terrains"; } else { text = "Terrain"; } } else { text = text_edit; } text += " (" + terrains.Count.ToString() + ")"; } }