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107 lines
4.1 KiB
C#

4 years ago
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Gaia
{
public enum BorderMaskStyle {ImageMask, DistanceMask, None}
/// <summary>
/// Prototype for stamps and their fitness
/// </summary>
[System.Serializable]
public class ResourceProtoStamp
{
/// <summary>
/// The stamp directory name where stamps for this feature will be pulled from
/// </summary>
public string m_featureType;
/// <summary>
/// The influence setting for the stamp.
/// </summary>
public ImageMaskInfluence m_stampInfluence = ImageMaskInfluence.Global;
/// <summary>
/// The secondary mask used in the stamp to blend the stamp borders with the terrain.
/// </summary>
public BorderMaskStyle m_borderMaskStyle = BorderMaskStyle.DistanceMask;
/// <summary>
/// The directory name where stamps for the secondary image mask will be pulled from
/// </summary>
public string m_borderMaskType = "Masks";
/// <summary>
/// The operation to perform for this stamp
/// </summary>
public GaiaConstants.TerrainGeneratorFeatureOperation m_operation = GaiaConstants.TerrainGeneratorFeatureOperation.MixHeight;
/// <summary>
/// only used internally to calculate the spawn chances during spawning
/// </summary>
public float m_stackedChance;
/// <summary>
/// The minimum width of the stamp
/// </summary>
public float m_minWidth = 50f;
/// <summary>
/// The maximum width of the stamp
/// </summary>
public float m_maxWidth = 200f;
/// <summary>
/// Whether the width should be tied to the strength of the spawn mask. If not, it will be rolled randomly.
/// </summary>
public bool m_tieWidthToStrength = true;
/// <summary>
/// The minimum height of the stamp
/// </summary>
public float m_minHeight = 1f;
/// <summary>
/// The maximum height of the stamp
/// </summary>
public float m_maxHeight = 5f;
/// <summary>
/// The minimum strength for a mix operation
/// </summary>
public float m_minMixStrength = 0.10f;
/// <summary>
/// The maximum strength for a mix operation
/// </summary>
public float m_maxMixStrength = 0.25f;
/// <summary>
/// The minimum mid point for a mix operation
/// </summary>
public float m_minMixMidPoint = 0.25f;
/// <summary>
/// The maximum mid point for a mix operation
/// </summary>
public float m_maxMixMidPoint = 0.75f;
/// <summary>
/// Whether the height should be tied to the strength of the spawn mask. If not, it will be rolled randomly.
/// </summary>
public bool m_tieHeightToStrength = true;
/// <summary>
/// The minimum height difference from the terrain surface of the stamp
/// </summary>
public float m_minYOffset = -1f;
/// <summary>
/// The maximum height difference from the terrain surface of the stamp
/// </summary>
public float m_maxYOffset = 1f;
/// <summary>
/// The chance that the stamp will be inverted
/// </summary>
public float m_invertChance = 0f;
/// <summary>
/// A mapping between the input height for the random terrain generation and the final stamp height that will be applied
/// </summary>
public AnimationCurve m_inputHeightToStampHeightMapping = ImageMask.NewAnimCurveStraightUpwards();
/// <summary>
/// A mapping between the input height for the random terrain generation and the probability that this stamp will appear
/// </summary>
public AnimationCurve m_inputHeightToProbabilityMapping = ImageMask.NewAnimCurveStraightUpwards();
/// <summary>
/// The overall spawn probability for this stamp
/// </summary>
public float m_spawnProbability;
}
}