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using System.Text;
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using UnityEngine;
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using UnityEngine.Experimental.TerrainAPI;
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namespace Gaia
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{
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public delegate void ResetBrush();
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public interface IBrushUIGroup {
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/// <summary>
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/// The normalized size of the brush.
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/// </summary>
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float brushSize { get; }
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/// <summary>
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/// The rotation of the brush (in degrees).
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/// </summary>
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float brushRotation { get; }
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/// <summary>
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/// The normalized strength of the brush when applied.
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/// </summary>
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float brushStrength { get; }
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/// <summary>
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/// The spacing used when applying certain brushes.
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/// </summary>
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float brushSpacing { get; }
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string validationMessage { get; set; }
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/// <summary>
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/// Are we allowed to paint with this brush?
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/// </summary>
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bool allowPaint { get; }
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bool InvertStrength { get; }
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bool isInUse { get; }
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//FilterStackView brushMaskFilterStackView { get; }
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//FilterStack brushMaskFilterStack { get; }
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Terrain terrainUnderCursor { get; }
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bool isRaycastHitUnderCursorValid { get; }
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RaycastHit raycastHitUnderCursor { get; }
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//void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext);
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//void OnEnterToolMode();
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//void OnExitToolMode();
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//void OnPaint(Terrain terrain, IOnPaint editContext);
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//void OnSceneGUI2D(Terrain terrain, IOnSceneGUI editContext);
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// void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext);
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//void AppendBrushInfo(Terrain terrain, IOnSceneGUI editContext, StringBuilder builder);
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//RenderTexture GetBrushMask(FilterContext fc, RenderTexture heightContext);
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/// <summary>
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/// Scatters the brush around the specified UV on the specified terrain. If the scattered UV leaves
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/// the current terrain then the terrain AND UV are modified for the terrain the UV is now over.
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/// </summary>
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/// <param name="terrain">The terrain the scattered UV co-ordinate is actually on.</param>
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/// <param name="uv">The UV co-ordinate passed in transformed into the UV co-ordinate relative to the scattered terrain.</param>
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/// <returns>"true" if we scattered to a terrain, "false" if we fell off ALL terrains.</returns>
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bool ScatterBrushStamp(ref Terrain terrain, ref Vector2 uv);
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//bool ModifierActive(BrushModifierKey k);
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}
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}
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