111 lines
3.6 KiB
C#
111 lines
3.6 KiB
C#
/* INFINITY CODE */
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/* https://infinity-code.com */
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using System.Collections.Generic;
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#if PROCEDURAL_TOOLKIT
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using ProceduralToolkit.Buildings;
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#endif
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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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/// <summary>
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/// Building depth below ground level
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/// </summary>
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public float buildingBasementDepth = 0;
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/// <summary>
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/// Where to take height of the bottom points
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/// </summary>
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public RealWorldTerrainBuildingBottomMode buildingBottomMode = RealWorldTerrainBuildingBottomMode.followRealWorldData;
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/// <summary>
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/// Height of the floor.
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/// </summary>
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public float buildingFloorHeight = 3.5f;
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/// <summary>
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/// Range the number of floors buildings.
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/// </summary>
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public RealWorldTerrainRangeI buildingFloorLimits = new RealWorldTerrainRangeI(5, 7, 1, 50);
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/// <summary>
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/// Index of building generator.
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/// 0 - Built-in
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/// 1 - BuildR
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/// 2 - BuildR2
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/// 3 - Instantiate prefabs
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/// </summary>
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public int buildingGenerator = 0;
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/// <summary>
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/// List of buildings materials.
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/// </summary>
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public List<RealWorldTerrainBuildingMaterial> buildingMaterials;
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/// <summary>
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/// List of prefabs to instantiate
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/// </summary>
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public List<RealWorldTerrainBuildingPrefab> buildingPrefabs;
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/// <summary>
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/// Whether to save meshes and materials of buildings in the assets folder.
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/// When false, meshes and materials may be lost when the scene is saved.
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/// </summary>
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public bool buildingSaveInResult = true;
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/// <summary>
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/// TRUE - All buildings will be loaded in one request to OSM Overpass, FALSE - buildings will be loaded in several requests (useful for megacities).
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/// </summary>
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public bool buildingSingleRequest = true;
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/// <summary>
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/// Use colors from OSM?
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/// </summary>
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public bool buildingUseColorTags = false;
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/// <summary>
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/// Type of collider for BuildR buildings.
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/// </summary>
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public RealWorldTerrainBuildR2Collider buildRCollider = RealWorldTerrainBuildR2Collider.none;
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/// <summary>
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/// Generate colliders for BuildR3.
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/// </summary>
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public bool buildR3Collider = false;
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/// <summary>
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/// Render mode for BuildR buildings.
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/// </summary>
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public RealWorldTerrainBuildR2RenderMode buildRRenderMode = RealWorldTerrainBuildR2RenderMode.full;
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public List<RealWorldTerrainBuildR2Material> buildR2Materials;
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public List<RealWorldTerrainBuildR3Material> buildR3Materials;
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/// <summary>
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/// Instance ID of BuildR generator style.
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/// </summary>
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public int customBuildRGeneratorStyle = 0;
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/// <summary>
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/// Instance ID of BuildR generator texture pack.
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/// </summary>
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public int customBuildRGeneratorTexturePack = 0;
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/// <summary>
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/// Array of BuildR presets.
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/// </summary>
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public RealWorldTerrainBuildRPresetsItem[] customBuildRPresets;
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public bool dynamicBuildings = true;
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#if PROCEDURAL_TOOLKIT
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public FacadePlanningStrategy ptFacadePlanningStrategy;
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public FacadeConstructionStrategy ptFacadeConstructionStrategy;
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public RoofPlanningStrategy ptRoofPlanningStrategy;
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public RoofConstructionStrategy ptRoofConstructionStrategy;
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#endif
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}
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} |