using UnityEngine; namespace Obi { public class ObiBlueprintRadius : ObiBlueprintFloatProperty { public ObiBlueprintRadius(ObiActorBlueprintEditor editor) : base(editor,0.0000001f) { 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 "Radius"; } } public override float Get(int index) { return editor.blueprint.principalRadii[index][0]; } public override void Set(int index, float value) { value = Mathf.Max(0.0000001f, value); float ratio = value / Get(index); editor.blueprint.principalRadii[index] = editor.blueprint.principalRadii[index] * ratio; } public override bool Masked(int index) { return !editor.Editable(index); } } }