using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Gaia
{
public enum BorderMaskStyle {ImageMask, DistanceMask, None}
///
/// Stores the settings for how often and at which size etc. a stamp from a certain feature (=stamp directory) appears
///
///
[System.Serializable]
public class StampFeatureSettings
{
///
/// 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;
///
/// 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.RaiseHeight;
///
/// 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 strength of the mask stack and the spawn chance - useful if you want to remap different feature types to different strengths of a mask
///
public AnimationCurve m_chanceStrengthMapping = ImageMask.NewAnimCurveStraightUpwards();
///
/// Whether these settings are currently folded out in the editor or not.
///
public bool m_isFoldedOut = true;
private StampFeatureSettings x;
public StampFeatureSettings()
{
}
public StampFeatureSettings(StampFeatureSettings original)
{
GaiaUtils.CopyFields(original,this);
m_chanceStrengthMapping = new AnimationCurve(original.m_chanceStrengthMapping.keys);
}
}
///
/// Prototype for stamps and their fitness
///
[System.Serializable]
public class ResourceProtoStampDistribution
{
[Tooltip("Stamp name.")]
public string m_name;
[Tooltip("Feature Chances.")]
public List m_featureSettings = new List();
}
}