87 lines
2.0 KiB
C#
87 lines
2.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Gaia
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{
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[Serializable]
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public class ResourceProtoStamp
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{
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[Tooltip("Stamp name.")]
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public string m_name;
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[Tooltip("Stamp texture.")]
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public Texture2D m_texture;
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[Tooltip("How far from the terrain’s anchor point the tiling will start.")]
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public bool m_stickToGround = true;
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[Tooltip("DNA - Used by the spawner to control how and where the tree will be spawned.")]
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public ResourceProtoDNA m_dna;
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[Tooltip("SPAWN CRITERIA - Spawn criteria are run against the terrain to assess its fitness in a range of 0..1 for use by this resource. If you add multiple criteria then the fittest one will be selected.")]
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public SpawnCritera[] m_spawnCriteria = new SpawnCritera[0];
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public void Initialise(Spawner spawner)
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{
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SpawnCritera[] spawnCriteria = m_spawnCriteria;
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for (int i = 0; i < spawnCriteria.Length; i++)
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{
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spawnCriteria[i].Initialise(spawner);
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}
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}
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public bool HasActiveCriteria()
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive)
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{
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return true;
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}
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}
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return false;
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}
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public bool ChecksTextures()
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkTexture)
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{
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return true;
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}
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}
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return false;
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}
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public bool ChecksProximity()
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkProximity)
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{
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return true;
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}
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}
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return false;
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}
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public void AddTags(ref List<string> tagList)
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{
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for (int i = 0; i < m_spawnCriteria.Length; i++)
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{
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if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkProximity && !tagList.Contains(m_spawnCriteria[i].m_proximityTag))
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{
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tagList.Add(m_spawnCriteria[i].m_proximityTag);
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}
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}
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}
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public void AddStamps(ref List<string> stampList)
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{
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_ = m_texture != null;
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}
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}
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}
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