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TAPrefab.cs
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using UnityEngine;
namespace TreeAnarchy {
public static partial class TAManager {
public static TreeInfo CreatePrefab() {
int prefabCount = PrefabCollection<TreeInfo>.PrefabCount();
for (uint i = 0; i < prefabCount; i++) {
TreeInfo origPrefab = PrefabCollection<TreeInfo>.GetPrefab(i);
MeshFilter filter = origPrefab.GetComponent<MeshFilter>();
if (filter.sharedMesh.isReadable) {
GameObject go = Object.Instantiate(origPrefab.gameObject);
TreeInfo newPrefab = go.GetComponent<TreeInfo>();
newPrefab.m_lodMesh1 = null;
newPrefab.m_lodMesh4 = null;
newPrefab.m_lodMesh8 = null;
newPrefab.m_lodMesh16 = null;
newPrefab.m_lodMeshData1 = null;
newPrefab.m_lodMeshData4 = null;
newPrefab.m_lodMeshData8 = null;
newPrefab.m_lodMeshData16 = null;
newPrefab.m_generatedInfo = new TreeInfoGen();
return newPrefab;
}
}
return null;
}
public static TreeInfo ClonePrefab(TreeInfo origPrefab) {
GameObject go = Object.Instantiate(origPrefab.gameObject);
go.GetComponent<PrefabInfo>().m_isCustomContent = true;
TreeInfo clone = go.GetComponent<TreeInfo>();
return clone;
}
}
}