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