251 lines
5.4 KiB
C#
251 lines
5.4 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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[ExecuteInEditMode]
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public class e2dTerrain : MonoBehaviour
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{
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public List<e2dCurveNode> TerrainCurve = new List<e2dCurveNode>();
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public Rect TerrainBoundary = new Rect(0f, 0f, 0f, 0f);
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public Texture FillTexture;
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public float FillTextureTileWidth = e2dConstants.INIT_FILL_TEXTURE_WIDTH;
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public float FillTextureTileHeight = e2dConstants.INIT_FILL_TEXTURE_HEIGHT;
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public float FillTextureTileOffsetX = e2dConstants.INIT_FILL_TEXTURE_OFFSET_X;
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public float FillTextureTileOffsetY = e2dConstants.INIT_FILL_TEXTURE_OFFSET_Y;
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public bool CurveClosed = e2dConstants.INIT_CURVE_CLOSED;
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public List<e2dCurveTexture> CurveTextures = new List<e2dCurveTexture>();
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public bool PlasticEdges = true;
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private e2dTerrainFillMesh mFillMesh;
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private e2dTerrainCurveMesh mCurveMesh;
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private e2dTerrainColliderMesh mColliderMesh;
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private e2dTerrainBoundary mBoundary;
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private bool mCurveIntercrossing;
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[NonSerialized]
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public UnityEngine.Object EditorReference;
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public bool IsEditable
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{
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get
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{
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return TerrainCurve != null && TerrainCurve.Count >= 2;
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}
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}
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public e2dTerrainBoundary Boundary
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{
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get
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{
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return mBoundary;
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}
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}
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public e2dTerrainCurveMesh CurveMesh
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{
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get
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{
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return mCurveMesh;
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}
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}
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public e2dTerrainFillMesh FillMesh
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{
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get
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{
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return mFillMesh;
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}
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}
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public e2dTerrainColliderMesh ColliderMesh
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{
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get
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{
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return mColliderMesh;
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}
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}
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public bool CurveIntercrossing
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{
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get
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{
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return mCurveIntercrossing;
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}
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}
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private void OnEnable()
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{
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EditorReference = null;
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mBoundary = new e2dTerrainBoundary(this);
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mFillMesh = new e2dTerrainFillMesh(this);
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mCurveMesh = new e2dTerrainCurveMesh(this);
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mColliderMesh = new e2dTerrainColliderMesh(this);
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if (!mFillMesh.IsMeshValid() || (e2dUtils.DEBUG_REBUILD_ON_ENABLE && !Application.isPlaying))
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{
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FixCurve();
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FixBoundary();
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RebuildAllMaterials();
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RebuildAllMeshes();
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}
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else
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{
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CurveMesh.UpdateControlTextures(true);
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}
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}
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private void OnDisable()
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{
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mCurveMesh.DestroyTemporaryAssets();
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}
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public void Reset()
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{
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TerrainCurve.Clear();
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TerrainBoundary = new Rect(0f, 0f, 0f, 0f);
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mFillMesh.DestroyMesh();
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mCurveMesh.DestroyMesh();
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mColliderMesh.DestroyMesh();
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}
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public int GetMaxNodesCount()
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{
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return 8192;
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}
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public void AddPointOnCurve(int beforeWhichIndex, Vector2 toAdd)
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{
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e2dCurveNode e2dCurveNode2 = new e2dCurveNode(toAdd);
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if (beforeWhichIndex > 0)
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{
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e2dCurveNode2.texture = TerrainCurve[beforeWhichIndex - 1].texture;
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}
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else if (beforeWhichIndex < TerrainCurve.Count)
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{
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e2dCurveNode2.texture = TerrainCurve[beforeWhichIndex].texture;
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}
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TerrainCurve.Insert(beforeWhichIndex, e2dCurveNode2);
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mCurveMesh.UpdateControlTextures();
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}
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public void RemovePointOnCurve(int index, bool moveTheRest)
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{
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Vector2 vector = Vector2.zero;
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if (index < TerrainCurve.Count - 1)
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{
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vector = TerrainCurve[index + 1].position - TerrainCurve[index].position;
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}
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TerrainCurve.RemoveAt(index);
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if (moveTheRest)
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{
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for (int i = index; i < TerrainCurve.Count; i++)
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{
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TerrainCurve[i].position = TerrainCurve[i].position - vector;
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}
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}
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mCurveMesh.UpdateControlTextures();
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}
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public void AddCurvePoints(Vector2[] points, int firstToReplace, int lastToReplace)
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{
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int num = TerrainCurve.Count + points.Length - (lastToReplace - firstToReplace + 1);
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if (num > GetMaxNodesCount())
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{
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e2dUtils.Error("Too many nodes for the terrain.");
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return;
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}
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TerrainCurve.RemoveRange(firstToReplace, lastToReplace - firstToReplace + 1);
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TerrainCurve.Capacity = TerrainCurve.Count + points.Length;
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int num2 = firstToReplace;
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foreach (Vector2 position in points)
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{
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TerrainCurve.Insert(num2++, new e2dCurveNode(position));
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}
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mCurveMesh.UpdateControlTextures();
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}
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public void FixCurve()
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{
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for (int i = 0; i < TerrainCurve.Count; i++)
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{
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if (float.IsNaN(TerrainCurve[i].position.x))
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{
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TerrainCurve[i].position.x = 0f;
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}
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if (float.IsNaN(TerrainCurve[i].position.y))
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{
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TerrainCurve[i].position.y = 0f;
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}
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}
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if (TerrainCurve.Count >= 3 && !CurveClosed && TerrainCurve[TerrainCurve.Count - 1] == TerrainCurve[0])
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{
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Vector2 vector = TerrainCurve[TerrainCurve.Count - 1].position - TerrainCurve[TerrainCurve.Count - 2].position;
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TerrainCurve[TerrainCurve.Count - 1].position -= 0.5f * vector;
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}
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if (TerrainCurve.Count >= 3 && CurveClosed)
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{
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TerrainCurve[TerrainCurve.Count - 1].Copy(TerrainCurve[0]);
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}
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if (!e2dConstants.CHECK_CURVE_INTERCROSSING)
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{
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return;
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}
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mCurveIntercrossing = false;
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int num = TerrainCurve.Count;
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if (CurveClosed)
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{
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num--;
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}
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for (int j = 3; j < num; j++)
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{
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if (IntersectsCurve(0, j - 2, TerrainCurve[j - 1].position, TerrainCurve[j].position))
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{
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mCurveIntercrossing = true;
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}
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}
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}
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public void FixBoundary()
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{
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Boundary.FixBoundary();
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}
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public bool IntersectsCurve(int startIndex, int endIndex, Vector2 a, Vector2 b)
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{
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for (int i = startIndex; i < endIndex; i++)
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{
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if (e2dUtils.SegmentsIntersect(a, b, TerrainCurve[i].position, TerrainCurve[i + 1].position))
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{
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return true;
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}
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}
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return false;
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}
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public void RebuildAllMeshes()
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{
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mFillMesh.RebuildMesh();
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mCurveMesh.RebuildMesh();
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mColliderMesh.RebuildMesh();
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}
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public void RebuildAllMaterials()
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{
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mFillMesh.RebuildMaterial();
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mCurveMesh.UpdateControlTextures(true);
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mCurveMesh.RebuildMaterial();
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}
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}
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