using System; using System.Collections.Generic; using UnityEngine; [Serializable] public class settings_class { public bool saveMesh; public bool saveObj; public bool swapUV; public SaveObjFormat saveFormat; public SaveObjResolution saveResolution; public bool example_display; public bool terrainDataDisplay; public bool cull_optimizer; public float terrainMinHeight; public float terrainMaxHeight; public float terrainMinDegree; public float terrainMaxDegree; public Rect area_max; public color_settings_class color; public bool color_scheme_display_foldout; public bool remarks; public bool tips; public bool tip_local_area_foldout; public string tip_local_area_text; public bool parentObjectsTerrain; public int prelayers_linked; public int filters_linked; public int subfilters_linked; public bool database_display; public int filter_foldout_index; public int subfilter_foldout_index; public bool update_display; public bool update_display2; public bool update_version; public bool update_version2; public float old_version; public float new_version; public string[] update; public float time_out; public bool project_prefab; public bool copy_terrain_material; public float grass_density; public int smooth_angle; public int round_angle; public bool resolution_density; public int resolution_density_min; public float resolution_density_conversion; public bool run_in_background; public bool display_bar_auto_generate; public float global_height_strength; public float global_height_level; public float global_degree_strength; public float global_degree_level; public bool global_parameters; public auto_search_class colormap_auto_search; public auto_search_class normalmap_auto_search; public bool colormap; public bool colormap_auto_assign; public bool colormap_assign; public bool normalmap; public bool normalmap_auto_assign; public float top_height; public Rect top_rect; public bool box_scheme; public bool display_color_curves; public bool display_mix_curves; public bool display_log; public bool display_filename; public bool filter_select_text; public bool display_short_terrain; public bool display_short_mesh; public int loading; public bool tabs; public WWW contents; public WWW myExt; public bool ipr; public bool button_globe; public bool showTerrains; public bool showMeshes; public bool help_splat_textures_foldout; public bool help_grass_foldout; public bool help_heightmap_layer_foldout; public bool terrain_settings; public bool terrain_settings_foldout; public int editor_basemap_distance_max; public int editor_detail_distance_max; public int editor_tree_distance_max; public int editor_fade_length_max; public int editor_mesh_trees_max; public int runtime_basemap_distance_max; public int runtime_detail_distance_max; public int runtime_tree_distance_max; public int runtime_fade_length_max; public int runtime_mesh_trees_max; public int terrain_tiles_max; public bool settings_editor; public bool settings_runtime; public bool auto_fit_terrains; public splatPrototype_class[] color_splatPrototypes; public bool splat_apply_all; public bool stitch_heightmap; public bool stitch_splatmap; public string raw_search_pattern; public string raw_search_filename; public string raw_search_extension; public bool tree_button; public List treemap; public bool tree_foldouts; public bool tree_actives; public bool grass_button; public List grassmap; public bool grass_foldouts; public bool grass_actives; public bool runtime_create_terrain; public bool direct_colormap; public bool mesh_button; public Material mesh_material; public string mesh_path; public bool light_button; public Light directional_light; public GameObject measure_distance_prefab; public GameObject measure_distance1; public GameObject measure_distance2; public int measure_distance_mode; public float measure_distance; public bool load_colormap; public bool load_normalmap; public bool load_treemap; public bool load_controlmap; public bool load_bumpglobal; public bool load_layers; public bool load_layers_settings; public bool export_heightmap_combined; public settings_class() { saveObj = true; swapUV = true; example_display = true; cull_optimizer = true; area_max = new Rect(-256f, -256f, 512f, 512f); color = new color_settings_class(); color_scheme_display_foldout = true; remarks = true; tips = true; tip_local_area_foldout = true; prelayers_linked = -1; filters_linked = -1; subfilters_linked = -1; update = new string[5] { "Don't check for updates", "Notify updates", "Download updates and notify", "Download updates,import and notify", "Download updates and import automatically" }; grass_density = 32f; smooth_angle = 1; resolution_density = true; resolution_density_min = 128; run_in_background = true; global_height_strength = 1f; global_degree_strength = 1f; colormap_auto_search = new auto_search_class(); normalmap_auto_search = new auto_search_class(); colormap_assign = true; display_mix_curves = true; display_log = true; filter_select_text = true; tabs = true; showTerrains = true; terrain_settings_foldout = true; editor_basemap_distance_max = 1000000; editor_detail_distance_max = 2000; editor_tree_distance_max = 50000; editor_fade_length_max = 400; editor_mesh_trees_max = 1000; runtime_basemap_distance_max = 1000000; runtime_detail_distance_max = 2000; runtime_tree_distance_max = 50000; runtime_fade_length_max = 400; runtime_mesh_trees_max = 1000; terrain_tiles_max = 5; settings_editor = true; color_splatPrototypes = new splatPrototype_class[3]; splat_apply_all = true; stitch_splatmap = true; raw_search_pattern = "_x%x_y%y"; raw_search_filename = "tile"; raw_search_extension = ".raw"; treemap = new List(); grassmap = new List(); mesh_path = string.Empty; load_colormap = true; load_normalmap = true; load_treemap = true; load_controlmap = true; load_bumpglobal = true; load_layers = true; load_layers_settings = true; } }