using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class layer_class { public float software_id; public bool active; public bool foldout; public Color color_layer; public layer_output_enum output; public float strength; public bool positionSeed; public bool nonOverlap; public float zoom; public Vector2 offset; public Vector2 offset_range; public Vector2 offset_middle; public bool drawn; public string text; public string text_placed; public Rect rect; public bool edit; public bool disable_edit; public bool smooth; public remarks_class remarks; public height_output_class height_output; public color_output_class color_output; public splat_output_class splat_output; public tree_output_class tree_output; public grass_output_class grass_output; public object_output_class object_output; public Rect menu_rect; public string swap_text; public bool swap_select; public bool copy_select; public prefilter_class prefilter; public List objects_placed; public layer_class() { active = true; color_layer = new Color(1.5f, 1.5f, 1.5f, 1f); output = layer_output_enum.color; strength = 1f; positionSeed = true; zoom = 1f; offset_range = new Vector2(5f, 5f); text = string.Empty; text_placed = string.Empty; remarks = new remarks_class(); height_output = new height_output_class(); color_output = new color_output_class(); splat_output = new splat_output_class(); tree_output = new tree_output_class(); grass_output = new grass_output_class(); object_output = new object_output_class(); swap_text = "S"; prefilter = new prefilter_class(); objects_placed = new List(); object_output = new object_output_class(); } }