UnityEditor.TerrainSplatEditor.ApplyTerrainSplat C# (CSharp) Method

ApplyTerrainSplat() private method

private ApplyTerrainSplat ( ) : void
return void
        private void ApplyTerrainSplat()
        {
            if ((this.m_Terrain != null) && (this.m_Terrain.terrainData != null))
            {
                SplatPrototype[] splatPrototypes = this.m_Terrain.terrainData.splatPrototypes;
                if (this.m_Index == -1)
                {
                    SplatPrototype[] destinationArray = new SplatPrototype[splatPrototypes.Length + 1];
                    Array.Copy(splatPrototypes, 0, destinationArray, 0, splatPrototypes.Length);
                    this.m_Index = splatPrototypes.Length;
                    splatPrototypes = destinationArray;
                    splatPrototypes[this.m_Index] = new SplatPrototype();
                }
                splatPrototypes[this.m_Index].texture = this.m_Texture;
                splatPrototypes[this.m_Index].normalMap = this.m_NormalMap;
                splatPrototypes[this.m_Index].tileSize = this.m_TileSize;
                splatPrototypes[this.m_Index].tileOffset = this.m_TileOffset;
                splatPrototypes[this.m_Index].specular = this.m_Specular;
                splatPrototypes[this.m_Index].metallic = this.m_Metallic;
                splatPrototypes[this.m_Index].smoothness = this.m_Smoothness;
                this.m_Terrain.terrainData.splatPrototypes = splatPrototypes;
                EditorUtility.SetDirty(this.m_Terrain);
            }
        }