Files
2024-11-20 15:21:28 +01:00

78 lines
2.2 KiB
C#

// Copyright © 2018 Procedural Worlds Pty Limited. All Rights Reserved.
using UnityEngine;
using System.Collections.Generic;
using static Gaia.GaiaConstants;
using UnityEditor;
/*
* Scriptable Object containing settings for a Spawner
*/
public enum NoiseTypeName { Billow, Perlin, Ridge, Value}
namespace Gaia
{
/// <summary> Contains settings for the initial creation of the Base Terrain during random terrain generation</summary>
[System.Serializable]
public class BaseTerrainSettings : ScriptableObject, ISerializationCallbackReceiver
{
#region Public Variables
/// <summary>
/// If the baseTerrain should be displayed as a preview in the random terrain generator or not.
/// </summary>
public bool m_drawPreview = true;
public float m_heightScale = 8f;
public float m_baseLevel = 0f;
public float m_heightVariance = 0.5f;
public GeneratorBorderStyle m_borderStyle;
public NoiseTypeName m_shapeNoiseStyle = NoiseTypeName.Perlin;
public float m_shapeSize = 8f;
public float m_shapeStrength = 0.35f;
public float m_shapeSteepness = 0.4f;
public float m_shapeGranularity = 2f;
public NoiseTypeName m_mountainNoiseStyle = NoiseTypeName.Billow;
public float m_mountainSize = 6.5f;
public float m_mountainStrength = 0.15f;
public float m_mountainSteepness = 0.1f;
public float m_mountainGranularity = 2f;
public NoiseTypeName m_valleyNoiseStyle = NoiseTypeName.Perlin;
public float m_valleySize = 5f;
public float m_valleyStrength = 0.1f;
public float m_valleySteepness = 0.2f;
public float m_valleyGranularity = 1f;
public Vector3 m_shapeOffset;
public Vector3 m_mountainOffset;
public Vector3 m_valleyOffset;
public float m_smoothness = 1f;
public bool m_shapeFoldedOut;
public bool m_mountainsFoldedOut;
public bool m_valleysFoldedOut;
#endregion
#region Serialization
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
}
#endregion
}
}