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