UnityEditor.TreeWizard.DoApply C# (CSharp) Method

DoApply() private method

private DoApply ( ) : void
return void
        private void DoApply()
        {
            if (base.terrainData != null)
            {
                TreePrototype[] treePrototypes = base.m_Terrain.terrainData.treePrototypes;
                if (this.m_PrototypeIndex == -1)
                {
                    TreePrototype[] prototypeArray2 = new TreePrototype[treePrototypes.Length + 1];
                    for (int i = 0; i < treePrototypes.Length; i++)
                    {
                        prototypeArray2[i] = treePrototypes[i];
                    }
                    prototypeArray2[treePrototypes.Length] = new TreePrototype();
                    prototypeArray2[treePrototypes.Length].prefab = this.m_Tree;
                    prototypeArray2[treePrototypes.Length].bendFactor = this.m_BendFactor;
                    this.m_PrototypeIndex = treePrototypes.Length;
                    base.m_Terrain.terrainData.treePrototypes = prototypeArray2;
                    TreePainter.selectedTree = this.m_PrototypeIndex;
                }
                else
                {
                    treePrototypes[this.m_PrototypeIndex].prefab = this.m_Tree;
                    treePrototypes[this.m_PrototypeIndex].bendFactor = this.m_BendFactor;
                    base.m_Terrain.terrainData.treePrototypes = treePrototypes;
                }
                base.m_Terrain.Flush();
                EditorUtility.SetDirty(base.m_Terrain);
            }
        }