using UnityEngine; using UnityEditor; using System.Collections; namespace Obi { public class ObiBlueprintTearResistance : ObiBlueprintFloatProperty { public ObiBlueprintTearResistance(ObiTearableClothBlueprintEditor 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 "Tear resistance"; } } public override float Get(int index) { return ((ObiTearableClothBlueprint)((ObiTearableClothBlueprintEditor)editor).clothBlueprint).tearResistance[index]; } public override void Set(int index, float value) { ((ObiTearableClothBlueprint)((ObiTearableClothBlueprintEditor)editor).clothBlueprint).tearResistance[index] = value; } public override bool Masked(int index) { return !editor.Editable(index); } } }