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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Gaia
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{
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/// <summary>
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/// Prototype for terrain modifier stamps, stamper se
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/// </summary>
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[System.Serializable]
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public class ResourceProtoTerrainModifierStamp
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{
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/// <summary>
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/// The name for the terrain modifier stamp
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/// </summary>
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public string m_name;
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/// <summary>
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/// Stamp y location
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/// </summary>
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public double m_y = 50;
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/// <summary>
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/// Stamp height - this is the vertical scaling factor
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/// </summary>
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public float m_height = 10f;
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/// <summary>
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/// The absolute added / subtracted height for add / subtract height operations
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/// </summary>
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public float m_absoluteHeightValue;
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/// <summary>
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/// Stamp rotation
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/// </summary>
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public float m_rotation = 0f;
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/// <summary>
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/// The strength of the blending operation in the stamper
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/// </summary>
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public float m_blendStrength = 0.5f;
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/// <summary>
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/// The current operation that the stamper will perform on the terrain when pressing the stamp button
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/// </summary>
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public GaiaConstants.FeatureOperation m_operation = GaiaConstants.FeatureOperation.RaiseHeight;
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/// <summary>
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/// height transform curve when using Effects > Height Transform
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/// </summary>
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public AnimationCurve m_heightTransformCurve = ImageMask.NewAnimCurveStraightUpwards();
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/// <summary>
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/// size of the increased features when using Effects>Contrast
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/// </summary>
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public float m_contrastFeatureSize = 10;
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/// <summary>
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/// strength of the contrast effect when using Effects>Contrast
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/// </summary>
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public float m_contrastStrength = 2;
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/// <summary>
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/// size of the features being included in a terrace when using Effects>Terraces
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/// </summary>
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public float m_terraceCount = 100f;
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/// <summary>
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/// Added Jitter when using Effects>Terraces
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/// </summary>
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public float m_terraceJitterCount = 0.5f;
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/// <summary>
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/// Bevel Amount when using Effects>Terraces
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/// </summary>
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public float m_terraceBevelAmountInterior;
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/// <summary>
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/// Sharpness when using Effects>Sharpen Ridges
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/// </summary>
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public float m_sharpenRidgesMixStrength = 0.5f;
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/// <summary>
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/// Erosion Amount when using Effects>Sharpen Ridges
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/// </summary>
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public float m_sharpenRidgesIterations = 16f;
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public float m_powerOf;
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public float m_smoothVerticality = 0f;
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public float m_smoothBlurRadius = 10f;
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/// <summary>
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/// A fixed Image masked used as input for some of the operations.
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/// </summary>
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public ImageMask m_stamperInputImageMask = new ImageMask();
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/// <summary>
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/// The mix level of the stamp for the mix height operation.
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/// </summary>
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public float m_mixMidPoint = 0.5f;
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/// <summary>
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/// The strength of the mix height operation.
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/// </summary>
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public float m_mixHeightStrength = 0.5f;
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}
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}
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