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/* INFINITY CODE */
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/* https://infinity-code.com */
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using System.Collections.Generic;
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using UnityEngine;
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namespace InfinityCode.RealWorldTerrain
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{
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public partial class RealWorldTerrainPrefsBase
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{
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public int hugeTexturePageSize = 2048;
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public int hugeTextureRows = 13;
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public int hugeTextureCols = 13;
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/// <summary>
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/// Texture type ID.
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/// </summary>
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public string mapTypeID;
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/// <summary>
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/// Texture type extra fields.
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/// </summary>
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public string mapTypeExtraFields;
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/// <summary>
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/// The maximum level of zoom, to be used for texture generation.\n
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/// 0 - Autodetect.\n
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/// 1+ - Level of zoom.
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/// </summary>
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public int maxTextureLevel;
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/// <summary>
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/// Reducing the size of the texture, reduces the time texture generation and memory usage.
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/// </summary>
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public bool reduceTextures = true;
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/// <summary>
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/// Count of textures.
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/// </summary>
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public RealWorldTerrainVector2i textureCount = RealWorldTerrainVector2i.one;
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/// <summary>
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/// Type of texture file output
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/// </summary>
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public RealWorldTerrainTextureFileType textureFileType = RealWorldTerrainTextureFileType.jpg;
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/// <summary>
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/// Quality of file output
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/// </summary>
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public int textureFileQuality = 100;
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/// <summary>
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/// Provider of textures.
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/// </summary>
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public RealWorldTerrainTextureProvider textureProvider = RealWorldTerrainTextureProvider.virtualEarth;
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/// <summary>
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/// URL pattern of custom texture provider.
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/// </summary>
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public string textureProviderURL = "http://localhost/tiles/{zoom}/{x}/{y}";
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/// <summary>
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/// Size of texture.
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/// </summary>
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public RealWorldTerrainVector2i textureSize = new RealWorldTerrainVector2i(1024, 1024);
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/// <summary>
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/// Use mip-mapping for textures (not recommended)
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/// </summary>
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public bool textureMipMaps = false;
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/// <summary>
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/// Type of result texture
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/// </summary>
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public RealWorldTerrainTextureResultType textureResultType = RealWorldTerrainTextureResultType.regularTexture;
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/// <summary>
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/// Type of tile texture.
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/// </summary>
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public RealWorldTerrainTextureType textureType = RealWorldTerrainTextureType.satellite;
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public List<TerrainLayer> vectorTerrainBaseLayers;
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public Vector2 vectorTerrainBaseLayersNoiseOffset = Vector2.zero;
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public float vectorTerrainBaseLayersNoiseScale = 16;
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public List<RealWorldTerrainVectorTerrainLayerFeature> vectorTerrainLayers;
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}
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}
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