160 lines
2.6 KiB
C#
160 lines
2.6 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class terrain_area_class
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{
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public List<terrain_class2> terrains;
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public int index;
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public tile_class tiles;
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public tile_class tiles_select;
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public int tiles_total;
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public int tiles_select_total;
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public int tiles_assigned_total;
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public bool tiles_select_link;
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public Vector3 size;
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public Vector3 center;
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public bool edit;
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public bool disable_edit;
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public bool area_foldout;
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public bool tiles_foldout;
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public bool settings_foldout;
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public bool center_synchronous;
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public bool tile_synchronous;
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public bool tile_position_synchronous;
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public Rect rect;
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public Rect rect1;
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public string text;
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public string text_edit;
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public bool display_short;
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public remarks_class remarks;
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public bool copy_settings;
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public int copy_terrain;
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public bool foldout;
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public bool terrains_active;
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public bool terrains_scene_active;
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public bool terrains_foldout;
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public auto_search_class auto_search;
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public auto_search_class auto_name;
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public string path;
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public Transform parent;
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public string scene_name;
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public string asset_name;
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public bool resize;
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public bool resize_left;
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public bool resize_right;
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public bool resize_top;
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public bool resize_bottom;
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public bool resize_topLeft;
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public bool resize_topRight;
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public bool resize_bottomLeft;
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public bool resize_bottomRight;
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public bool resize_center;
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public terrain_area_class()
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{
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terrains = new List<terrain_class2>();
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tiles = new tile_class();
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tiles_select = new tile_class();
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tiles_select_link = true;
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center = new Vector3(0f, 0f, 0f);
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center_synchronous = true;
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tile_synchronous = true;
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tile_position_synchronous = true;
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text_edit = string.Empty;
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remarks = new remarks_class();
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copy_settings = true;
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foldout = true;
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terrains_active = true;
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terrains_scene_active = true;
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terrains_foldout = true;
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auto_search = new auto_search_class();
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auto_name = new auto_search_class();
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scene_name = "Terrain";
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asset_name = "New Terrain";
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set_terrain_text();
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}
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public virtual void clear()
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{
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terrains.Clear();
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set_terrain_text();
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}
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public virtual void clear_to_one()
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{
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int count = terrains.Count;
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for (int i = 1; i < count; i++)
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{
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terrains.RemoveAt(1);
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}
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set_terrain_text();
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}
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public virtual void set_terrain_text()
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{
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if (text_edit.Length == 0)
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{
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if (terrains.Count > 1)
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{
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text = "Terrains";
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}
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else
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{
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text = "Terrain";
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}
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}
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else
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{
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text = text_edit;
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}
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text += " (" + terrains.Count.ToString() + ")";
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}
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}
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