Files
Dec2017-Script-Dump/ProBuilderCore-Unity5/pb_BezierShape.cs
T
2026-06-04 11:42:34 +02:00

72 lines
1.8 KiB
C#

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<pb_Object>();
}
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<pb_BezierPoint> m_Points = new List<pb_BezierPoint>();
// 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;
}
}