public ToTerrainRegion ( Region, ® ) : void | ||
reg | Region, | |
return | void |
public void ToTerrainRegion( out Region reg )
{
Region offset = TerrainManager.use.currentTerrainRegion;
reg.left = Mathf.Max(0, left-offset.left);
reg.right = Mathf.Min((int)TerrainManager.terrainData.size.x-1, right-offset.left);
reg.top = Mathf.Min((int)TerrainManager.terrainData.size.z-1, top-offset.bottom);
reg.bottom = Mathf.Max(0, bottom-offset.bottom);
}
public void OnSelectionChanged(ResourceTileSelection selection) { List<int> ids = new List<int>(selection.resource_tile_ids); if (tileIds.Count == ids.Count) { return; } if (ids.Count <= 0) { FloodFill(); } else { if (tileIds.Count < ids.Count) { tileIds = ids; } TerrainManager.Status status; ResourceTileLite[] tiles = TerrainManager.GetResourceTileCacheGroup(out status,tileIds.ToArray()); if (status == TerrainManager.Status.Succeeded) { Region region = new Region(tiles); region.ToTerrainRegion(out region); PaintRegion(region); } } tileIds = ids; }