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@ronyx69
Last active November 29, 2020 07:25
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Save ronyx69/8071d41a135cdb5d1f1f0627b5806b6d to your computer and use it in GitHub Desktop.
Sets amount of prop variations and calculates equal probability.
//----------------------------------------------------------------
// Prop Variation Amount Changer
//Set amount of prop 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 PropInfo;
if(variations!=asset.m_variations.Length)
{
PropInfo.Variation[] temp = new PropInfo.Variation[variations];
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());
//----------------------------------------------------------------
// Prop 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 PropInfo;
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();
@hgb0607
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hgb0607 commented Nov 29, 2020

bug:Can only be random between the main prop and the first variations prop.

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