using System;
using System.Collections.Generic;
using UnityEngine;
namespace MTE
{
[Serializable]
public class GrassQuad
{
[Header("Basic")]
[SerializeField]
private Material material;
[SerializeField]
private Vector3 position;
[SerializeField]
private float rotationY;
[SerializeField]
private float width;
[SerializeField]
private float height;
[Space(10)]
[Header("Lightmap")]
[SerializeField]
private int lightmapIndex;
[SerializeField]
private Vector4 lightmapScaleOffset;
public Material Material
{
get { return this.material; }
}
public Vector3 Position
{
get { return this.position; }
set { this.position = value; }
}
public float RotationY
{
get { return this.rotationY; }
set { this.rotationY = value; }
}
public float Width
{
get { return this.width; }
}
public float Height
{
get { return this.height; }
}
public int LightmapIndex
{
get { return this.lightmapIndex; }
set { this.lightmapIndex = value; }
}
public Vector4 LightmapScaleOffset
{
get { return this.lightmapScaleOffset; }
set { this.lightmapScaleOffset = value; }
}
/// Save lightmapping data to this GrassStar.
///
///
public void SaveLightmapData(int lightmapIndex, Vector4 lightmapScaleOffset)
{
this.lightmapIndex = lightmapIndex;
this.lightmapScaleOffset = lightmapScaleOffset;
}
/// Initialize this GrassStar.
///
/// position in world space
/// rotation Y (Euler angles Y)
/// width of a quad
/// height of a quad
public void Init(Material material, Vector3 position, float rotationY, float width, float height)
{
this.material = material;
this.position = position;
this.rotationY = rotationY;
this.width = width;
this.height = height;
}
}
}