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using UnityEngine;
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using System.Collections;
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namespace Gaia
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{
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/// <summary>
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/// This class is used to get information about a location on the terrain. Used heavily by the spawning system.
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/// </summary>
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public class SpawnInfo
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{
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public Spawner m_spawner; //The spawner that populated this
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public bool m_outOfBounds = true; //Was this out of bounds or not
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public bool m_wasVirginTerrain; //If virgin terrain was hit at this location - hitting a terrain tree is counted as false
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public float m_spawnRotationY; //The rotation chosen for the spawn
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public float m_hitDistanceWU; //The distance from the centre of the spawner to this location in unity world units
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public Vector3 m_hitLocationWU; //The location of the hit in unity world units
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public Vector3 m_hitLocationNU; //The location on the hit in normalised units, with respect to the terrain it was located in
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public Vector3 m_hitNormal; //The normal of the hit
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public Transform m_hitObject; //The object that was hit
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public Terrain m_hitTerrain; //The terrain that this happened on
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public float m_terrainHeightWU; //The terrain height at this location in world units
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public float m_terrainSlopeWU; //The terrian slope at this location in 0 (flat) .. 90 (vertical) degrees
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public Vector3 m_terrainNormalWU; //The terrain normal at the hit location
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public float m_fitness; //The fitness that was calculated for this location
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public float[] m_textureStrengths; //The texture strenghts in the terrain at this location
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public Vector3[] m_areaHitsWU; //Will be filled in when doing area based hits
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public float m_areaHitSlopeWU; //Will be calculated when doing area based hits
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public float m_areaMinSlopeWU; //Minimum slope detected, calculates when doing area based hits
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public float m_areaAvgSlopeWU; //Average of slopes detected, calculates when doing area based hits
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public float m_areaMaxSlopeWU; //Maximum slope detected, calculates when doing area based hits
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}
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}
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