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// 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 System.Linq;
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/*
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* Scriptable Object containing the stored terrain metadata for loading terrain scenes plus additional world metadata like terrain tilesize etc.
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*/
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namespace Gaia
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{
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[System.Serializable]
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public class TerrainSceneStorage : ScriptableObject
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{
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/// <summary>
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/// Enables / Disables Terrain Loading on a global level.
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/// </summary>
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public bool m_terrainLoadingEnabled = true;
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/// <summary>
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/// Enables a special mode where the terrain loading will only load in collider terrain scenes instead of the regular scenes.
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/// These collider scenes can be built with the terrain mesh exporter. This allows to run a scene with collisions only without terrain rendering e.g. for a server application
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/// </summary>
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public bool m_colliderOnlyLoading = false;
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/// <summary>
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/// The number of terrain tiles on the X axis
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/// </summary>
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public int m_terrainTilesX = 1;
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/// <summary>
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/// The number of terrain tiles on the Z axis
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/// </summary>
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public int m_terrainTilesZ = 1;
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/// <summary>
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/// The size of the individual terrain tiles
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/// </summary>
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public int m_terrainTilesSize;
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/// <summary>
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/// Set to true if the scene uses the floating point fix
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/// </summary>
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public bool m_useFloatingPointFix;
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/// <summary>
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/// Set to true if the scene has a world map. Used to not unneccessarily look for a world map in the scene.
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/// </summary>
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public bool m_hasWorldMap;
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/// <summary>
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/// The relative size of the world map in comparison to the actual terrain, e.g. 0.25% of the size of the full terrain.
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/// This info is used to calculate things like the relative sea level on the world map.
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/// </summary>
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public float m_worldMaprelativeSize = 0.5f;
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/// <summary>
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/// The relative size to heightmap pixel ratio between world map and local map
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/// This info is used to calculate heightmap relative things between world map and local map, e.g. stamper size
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/// </summary>
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public float m_worldMapRelativeHeightmapPixels = 1f;
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/// <summary>
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/// Holds all terrain scenes in a multi-terrain scenario with exported terrains.
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/// </summary>
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public List<TerrainScene> m_terrainScenes = new List<TerrainScene>();
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/// <summary>
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/// Toggles if the terrain loader should deactivate the player at runtime
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/// </summary>
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public bool m_deactivateRuntimePlayer = false;
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/// <summary>
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/// Toggles if the terrain loader should deactivate the lighting at runtime
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/// </summary>
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public bool m_deactivateRuntimeLighting = false;
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/// <summary>
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/// Toggles if the terrain loader should deactivate the audio at runtime
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/// </summary>
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public bool m_deactivateRuntimeAudio = false;
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/// <summary>
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/// Toggles if the terrain loader should deactivate the weather at runtime
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/// </summary>
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public bool m_deactivateRuntimeWeather = false;
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/// <summary>
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/// Toggles if the terrain loader should deactivate the water at runtime
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/// </summary>
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public bool m_deactivateRuntimeWater = false;
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/// <summary>
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/// Toggles if the terrain loader should deactivate the ScreenShotter at runtime
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/// </summary>
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public bool m_deactivateRuntimeScreenShotter = false;
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}
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}
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