// Copyright © 2018 Procedural Worlds Pty Limited. All Rights Reserved. using UnityEngine; using System.Collections.Generic; using static Gaia.GaiaConstants; using System.Linq; /* * Scriptable Object containing the stored terrain metadata for loading terrain scenes plus additional world metadata like terrain tilesize etc. */ namespace Gaia { [System.Serializable] public class TerrainSceneStorage : ScriptableObject { /// /// Enables / Disables Terrain Loading on a global level. /// public bool m_terrainLoadingEnabled = true; /// /// The number of terrain tiles on the X axis /// public int m_terrainTilesX = 1; /// /// The number of terrain tiles on the Z axis /// public int m_terrainTilesZ = 1; /// /// The size of the individual terrain tiles /// public int m_terrainTilesSize; /// /// Set to true if the scene uses the floating point fix /// public bool m_useFloatingPointFix; /// /// Set to true if the scene has a world map. Used to not unneccessarily look for a world map in the scene. /// public bool m_hasWorldMap; /// /// The relative size of the world map in comparison to the actual terrain, e.g. 0.25% of the size of the full terrain. /// This info is used to calculate things like the relative sea level on the world map. /// public float m_worldMaprelativeSize = 0.5f; /// /// The relative size to heightmap pixel ratio between world map and local map /// This info is used to calculate heightmap relative things between world map and local map, e.g. stamper size /// public float m_worldMapRelativeHeightmapPixels = 1f; /// /// Holds all terrain scenes in a multi-terrain scenario with exported terrains. /// public List m_terrainScenes = new List(); } }