Sets amount of tree variations and calculates equal probability. Thanks to TPB for making it work.
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//---------------------------------------------------------------- | |
// Tree Variation Amount Changer | |
// Set amount of Tree variations. | |
// If you are increasing the amount, previous variations will be preserved. | |
// If decreasing, all variations will be removed! | |
var variations = 12; //CHANGE THIS | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as TreeInfo; | |
if(variations!=asset.m_variations.Length) { | |
TreeInfo.Variation[] temp = new TreeInfo.Variation[variations]; | |
for(int i = 0; i < temp.Length; i++) temp[i] = new TreeInfo.Variation(); | |
if(asset.m_variations.Length<variations) asset.m_variations.CopyTo(temp, 0); | |
asset.m_variations = temp; | |
UnityEngine.Object.FindObjectOfType<DecorationPropertiesPanel>().Refresh(); } | |
else Debug.LogWarning("Amount of variations already is " + variations.ToString()); | |
//---------------------------------------------------------------- | |
// Tree Variation Equal Probability Calculator | |
// Automatically calculate equal probability for all variations. | |
// The formula is 100 divided by (variation amount + 1), then rounded down. | |
// Empty variations can't have probability, | |
// so run this after you have added all your variations. | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as TreeInfo; | |
var variations = asset.m_variations.Length; | |
var probability = (int)Math.Floor(100f/(variations+1)); | |
for(uint i = 0; i < variations; i++) asset.m_variations[i].m_probability=probability; | |
UnityEngine.Object.FindObjectOfType<DecorationPropertiesPanel>().Refresh(); | |
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