Rotore princ mov 15-0-0 Rotore princ fermo 255-8-0 Rotore coda mov 10-0-255 Rotore coda fermo 255-8-255 _______________________________________________________________________________ var asset2 = PrefabCollection.FindLoaded("corpo.corpo_Data"); Vector4[] tyres = new Vector4[] { new Vector4(-0.739f, 0.328f, 1.421f, 0.328f), new Vector4(0.739f, 0.328f, 1.421f, 0.328f), new Vector4(-0.739f, 0.331f, -1.93f, 0.331f), new Vector4(0.739f, 0.331f, -1.93f, 0.331f) }; var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; Color[] colors = new Color[asset2.m_mesh.vertices.Length]; for (int i = 0; i < asset2.m_mesh.vertices.Length; i++) colors[i] = asset2.m_mesh.colors[i]; asset.m_mesh.colors = colors; asset.m_generatedInfo.m_tyres = tyres; var subMesh = 1; // vehicle sub mesh id, starting from 1 var asset2 = PrefabCollection.FindLoaded("rotorprinc.rotorprinc_Data"); var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; Color[] colors = new Color[asset2.m_mesh.vertices.Length]; for (int i = 0; i < asset2.m_mesh.vertices.Length; i++) colors[i] = asset2.m_mesh.colors[i]; asset.m_subMeshes[subMesh].m_subInfo.m_mesh.colors = colors; var subMesh = 2; // vehicle sub mesh id, starting from 2 var asset2 = PrefabCollection.FindLoaded("rotorcoda.rotorcoda_Data"); var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; Color[] colors = new Color[asset2.m_mesh.vertices.Length]; for (int i = 0; i < asset2.m_mesh.vertices.Length; i++) colors[i] = asset2.m_mesh.colors[i]; asset.m_subMeshes[subMesh].m_subInfo.m_mesh.colors = colors; var subMesh = 1; var FlipXZ = false; var tires = 4; Vector4[] tireParams = new Vector4[tires]; tireParams[0] = new Vector4(-0.000f, 3.222f, -0.000f, 0.0f); tireParams[1] = new Vector4(-0.000f, 3.222f, -0.000f, 0.0f); var fxz = 0.0f; if(FlipXZ) fxz = 1.0f; var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors"); var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; if(asset.m_subMeshes[subMesh].m_subInfo.m_material != null) asset.m_subMeshes[subMesh].m_subInfo.m_material.shader = shader; if(asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial != null) asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial.shader = shader; asset.m_subMeshes[subMesh].m_subInfo.m_material.SetFloat("_FlipTyreRotationXZ", fxz); asset.m_subMeshes[subMesh].m_subInfo.m_generatedInfo.m_tyres = tireParams; if(FlipXZ) asset.m_subMeshes[subMesh].m_subInfo.m_UIPriority = 120122; var subMesh = 2; var FlipXZ = false; var tires = 4; Vector4[] tireParams = new Vector4[tires]; tireParams[0] = new Vector4(0.318f, 2.166f, 6.576f, 0.0f); tireParams[1] = new Vector4(0.318f, 2.166f, 6.576f, 0.0f); var fxz = 0.0f; if(FlipXZ) fxz = 1.0f; var shader = Shader.Find("Custom/Vehicles/Vehicle/Rotors"); var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; if(asset.m_subMeshes[subMesh].m_subInfo.m_material != null) asset.m_subMeshes[subMesh].m_subInfo.m_material.shader = shader; if(asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial != null) asset.m_subMeshes[subMesh].m_subInfo.m_lodMaterial.shader = shader; asset.m_subMeshes[subMesh].m_subInfo.m_material.SetFloat("_FlipTyreRotationXZ", fxz); asset.m_subMeshes[subMesh].m_subInfo.m_generatedInfo.m_tyres = tireParams; if(FlipXZ) asset.m_subMeshes[subMesh].m_subInfo.m_UIPriority = 120122;