UnityEditor.DetailMeshWizard.DoApply C# (CSharp) Method

DoApply() private method

private DoApply ( ) : void
return void
        private void DoApply()
        {
            if (base.terrainData != null)
            {
                DetailPrototype[] detailPrototypes = base.m_Terrain.terrainData.detailPrototypes;
                if (this.m_PrototypeIndex == -1)
                {
                    DetailPrototype[] destinationArray = new DetailPrototype[detailPrototypes.Length + 1];
                    Array.Copy(detailPrototypes, 0, destinationArray, 0, detailPrototypes.Length);
                    this.m_PrototypeIndex = detailPrototypes.Length;
                    detailPrototypes = destinationArray;
                    detailPrototypes[this.m_PrototypeIndex] = new DetailPrototype();
                }
                detailPrototypes[this.m_PrototypeIndex].renderMode = DetailRenderMode.VertexLit;
                detailPrototypes[this.m_PrototypeIndex].usePrototypeMesh = true;
                detailPrototypes[this.m_PrototypeIndex].prototype = this.m_Detail;
                detailPrototypes[this.m_PrototypeIndex].prototypeTexture = null;
                detailPrototypes[this.m_PrototypeIndex].noiseSpread = this.m_NoiseSpread;
                detailPrototypes[this.m_PrototypeIndex].minWidth = this.m_MinWidth;
                detailPrototypes[this.m_PrototypeIndex].maxWidth = this.m_MaxWidth;
                detailPrototypes[this.m_PrototypeIndex].minHeight = this.m_MinHeight;
                detailPrototypes[this.m_PrototypeIndex].maxHeight = this.m_MaxHeight;
                detailPrototypes[this.m_PrototypeIndex].healthyColor = this.m_HealthyColor;
                detailPrototypes[this.m_PrototypeIndex].dryColor = this.m_DryColor;
                if (this.m_RenderMode == DetailMeshRenderMode.Grass)
                {
                    detailPrototypes[this.m_PrototypeIndex].renderMode = DetailRenderMode.Grass;
                }
                else
                {
                    detailPrototypes[this.m_PrototypeIndex].renderMode = DetailRenderMode.VertexLit;
                }
                base.m_Terrain.terrainData.detailPrototypes = detailPrototypes;
                EditorUtility.SetDirty(base.m_Terrain);
            }
        }