Files
Fishing2/Assets/Infinity Code/Real World Terrain/Scripts/Prefs/RealWorldTerrainPrefsBase.Textures.cs
2025-06-09 00:11:54 +08:00

87 lines
2.8 KiB
C#

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