using System; using System.Collections.Generic; using UnityEngine; namespace ProBuilder2.Common { // Token: 0x02000007 RID: 7 [AddComponentMenu("")] [DisallowMultipleComponent] public class pb_BezierShape : MonoBehaviour { // Token: 0x17000004 RID: 4 // (get) Token: 0x06000037 RID: 55 RVA: 0x00002E7C File Offset: 0x0000127C // (set) Token: 0x06000038 RID: 56 RVA: 0x00002EA1 File Offset: 0x000012A1 public pb_Object mesh { get { if (this.m_Mesh == null) { this.m_Mesh = base.GetComponent(); } return this.m_Mesh; } set { this.m_Mesh = value; } } // Token: 0x06000039 RID: 57 RVA: 0x00002EAC File Offset: 0x000012AC public void Init() { Vector3 vector = new Vector3(0f, 0f, 2f); Vector3 vector2 = new Vector3(3f, 0f, 0f); this.m_Points.Add(new pb_BezierPoint(Vector3.zero, -vector, vector, Quaternion.identity)); this.m_Points.Add(new pb_BezierPoint(vector2, vector2 + vector, vector2 + -vector, Quaternion.identity)); } // Token: 0x0600003A RID: 58 RVA: 0x00002F30 File Offset: 0x00001330 public void Refresh() { pb_Object mesh = this.mesh; pb_Spline.Extrude(this.m_Points, this.m_Radius, this.m_Columns, this.m_Rows, this.m_CloseLoop, this.m_Smooth, ref mesh); } // Token: 0x0400000B RID: 11 public List m_Points = new List(); // Token: 0x0400000C RID: 12 public bool m_CloseLoop; // Token: 0x0400000D RID: 13 public float m_Radius = 0.5f; // Token: 0x0400000E RID: 14 public int m_Rows = 8; // Token: 0x0400000F RID: 15 public int m_Columns = 16; // Token: 0x04000010 RID: 16 public bool m_Smooth = true; // Token: 0x04000011 RID: 17 public bool m_IsEditing; // Token: 0x04000012 RID: 18 private pb_Object m_Mesh; } }