using UnityEngine; using UnityEditor; using System.Collections; namespace Obi { public class ObiBlueprintSkinStiffness : ObiBlueprintFloatProperty { public ObiBlueprintSkinStiffness(ObiActorBlueprintEditor editor) : base(editor,0) { brushModes.Add(new ObiFloatPaintBrushMode(this)); brushModes.Add(new ObiFloatAddBrushMode(this)); brushModes.Add(new ObiFloatCopyBrushMode(this, this)); brushModes.Add(new ObiFloatSmoothBrushMode(this)); } public override string name { get { return "Skin compliance"; } } public override float Get(int index) { var constraints = editor.blueprint.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints; return constraints.batches[0].skinCompliance[index]; } public override void Set(int index, float value) { var constraints = editor.blueprint.GetConstraintsByType(Oni.ConstraintType.Skin) as ObiConstraints; constraints.batches[0].skinCompliance[index] = value; } public override bool Masked(int index) { return !editor.Editable(index); } } }