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109 lines
3.3 KiB
C#

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