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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Gaia
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{
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public enum BorderMaskStyle {ImageMask, DistanceMask, None}
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/// <summary>
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/// Stores the settings for how often and at which size etc. a stamp from a certain feature (=stamp directory) appears
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/// </summary>
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///
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[System.Serializable]
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public class StampFeatureSettings
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{
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/// <summary>
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/// The stamp directory name where stamps for this feature will be pulled from
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/// </summary>
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public string m_featureType;
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/// <summary>
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/// The influence setting for the stamp.
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/// </summary>
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public ImageMaskInfluence m_stampInfluence = ImageMaskInfluence.Global;
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/// <summary>
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/// The secondary mask used in the stamp to blend the stamp borders with the terrain.
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/// </summary>
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public BorderMaskStyle m_borderMaskStyle;
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/// <summary>
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/// The directory name where stamps for the secondary image mask will be pulled from
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/// </summary>
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public string m_borderMaskType = "Masks";
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/// <summary>
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/// The operation to perform for this stamp
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/// </summary>
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public GaiaConstants.TerrainGeneratorFeatureOperation m_operation = GaiaConstants.TerrainGeneratorFeatureOperation.RaiseHeight;
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/// <summary>
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/// only used internally to calculate the spawn chances during spawning
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/// </summary>
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public float m_stackedChance;
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/// <summary>
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/// The minimum width of the stamp
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/// </summary>
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public float m_minWidth = 50f;
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/// <summary>
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/// The maximum width of the stamp
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/// </summary>
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public float m_maxWidth = 200f;
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/// <summary>
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/// Whether the width should be tied to the strength of the spawn mask. If not, it will be rolled randomly.
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/// </summary>
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public bool m_tieWidthToStrength = true;
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/// <summary>
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/// The minimum height of the stamp
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/// </summary>
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public float m_minHeight = 1f;
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/// <summary>
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/// The maximum height of the stamp
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/// </summary>
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public float m_maxHeight = 5f;
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/// <summary>
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/// The minimum strength for a mix operation
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/// </summary>
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public float m_minMixStrength = 0.10f;
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/// <summary>
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/// The maximum strength for a mix operation
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/// </summary>
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public float m_maxMixStrength = 0.25f;
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/// <summary>
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/// The minimum mid point for a mix operation
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/// </summary>
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public float m_minMixMidPoint= 0.25f;
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/// <summary>
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/// The maximum mid point for a mix operation
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/// </summary>
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public float m_maxMixMidPoint = 0.75f;
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/// <summary>
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/// Whether the height should be tied to the strength of the spawn mask. If not, it will be rolled randomly.
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/// </summary>
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public bool m_tieHeightToStrength = true;
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/// <summary>
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/// The minimum height difference from the terrain surface of the stamp
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/// </summary>
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public float m_minYOffset = -1f;
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/// <summary>
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/// The maximum height difference from the terrain surface of the stamp
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/// </summary>
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public float m_maxYOffset = 1f;
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/// <summary>
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/// The chance that the stamp will be inverted
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/// </summary>
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public float m_invertChance = 0f;
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/// <summary>
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/// 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
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/// </summary>
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public AnimationCurve m_chanceStrengthMapping = ImageMask.NewAnimCurveStraightUpwards();
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/// <summary>
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/// Whether these settings are currently folded out in the editor or not.
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/// </summary>
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public bool m_isFoldedOut = true;
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private StampFeatureSettings x;
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public StampFeatureSettings()
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{
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}
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public StampFeatureSettings(StampFeatureSettings original)
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{
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GaiaUtils.CopyFields(original,this);
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m_chanceStrengthMapping = new AnimationCurve(original.m_chanceStrengthMapping.keys);
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}
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}
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/// <summary>
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/// Prototype for stamps and their fitness
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/// </summary>
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[System.Serializable]
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public class ResourceProtoStampDistribution
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{
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[Tooltip("Stamp name.")]
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public string m_name;
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[Tooltip("Feature Chances.")]
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public List <StampFeatureSettings> m_featureSettings = new List<StampFeatureSettings>();
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}
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}
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