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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 UnityEditor;
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/*
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* Scriptable Object containing settings for a Biome Controller
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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 BiomeControllerSettings : ScriptableObject, ISerializationCallbackReceiver
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{
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#region Public Variables
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///// <summary>
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///// Biome x location
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///// </summary>
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public float m_x = 0f;
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///// <summary>
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///// Biome y location
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///// </summary>
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public float m_y = 50f;
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///// <summary>
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///// Biome z location
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///// </summary>
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public float m_z = 0f;
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/// <summary>
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/// Range of the biome controller when spawning locally
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/// </summary>
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public float m_range = 1024;
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public float m_postProcessBlenddDistance;
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public Color m_visualisationColor = GaiaConstants.spawnerInitColor;
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public bool m_removeForeignGameObjects;
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public float m_removeForeignGameObjectStrength = 0.2f;
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public bool m_removeForeignTrees;
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public float m_removeForeignTreesStrength = 0.2f;
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public bool m_removeForeignTerrainDetails;
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public float m_removeForeignTerrainDetailsStrength = 0.2f;
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[SerializeField]
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private ImageMask[] imageMasks = new ImageMask[0];
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public string m_lastSavePath;
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//Clear flags
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public bool m_clearSpawnsToggleTrees;
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public bool m_clearSpawnsToggleDetails;
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public bool m_clearSpawnsToggleGOs;
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public bool m_clearSpawnsToggleSpawnExtensions;
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public bool m_clearSpawnsToggleProbes;
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public ClearSpawnFor m_clearSpawnsFor;
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public ClearSpawnFromBiomes m_clearSpawnsFrom;
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/// <summary>
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/// Removes References to Texture2Ds in Image masks. The image mask will still remember the GUID of that texture to load it when needed.
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/// Call this when you are "done" with the biome controller settings to free up memory caused by these references.
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/// </summary>
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public void ClearImageMaskTextures()
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{
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foreach (ImageMask im in m_imageMasks)
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{
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im.FreeTextureReferences();
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}
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Resources.UnloadUnusedAssets();
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}
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//Using a property to make sure the image mask list is always initialized
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//<summary>All image filters that are being applied in this spawning process</summary>
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public ImageMask[] m_imageMasks {
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get
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{
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if (imageMasks == null)
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{
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imageMasks = new ImageMask[0];
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}
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return imageMasks;
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}
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set
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{
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imageMasks = value;
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}
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}
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//public float m_powerOf;
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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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