Files
2026-03-04 10:03:45 +08:00

110 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Gaia
{
[Serializable]
public class ResourceProtoTree
{
[Tooltip("Resource name.")]
public string m_name;
[Tooltip("Desktop prefab.")]
public GameObject m_desktopPrefab;
[HideInInspector]
public string m_desktopPrefabFileName;
[Tooltip("Mobile prefab - future proofing here - not currently used.")]
public GameObject m_mobilePrefab;
[HideInInspector]
public string m_mobilePrefabFileName;
[Tooltip("How much the tree bends in the wind - only used by unity tree creator trees, ignored by SpeedTree trees.")]
public float m_bendFactor;
[Tooltip("The colour of healthy trees - only used by unity tree creator trees, ignored by SpeedTree trees.")]
public Color m_healthyColour = Color.white;
[Tooltip("The colour of dry trees - only used by unity tree creator trees, ignored by SpeedTree trees.")]
public Color m_dryColour = Color.white;
[Tooltip("DNA - Used by the spawner to control how and where the tree will be spawned.")]
public ResourceProtoDNA m_dna;
[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.")]
public SpawnCritera[] m_spawnCriteria = new SpawnCritera[0];
[Tooltip("SPAWN EXTENSIONS - Spawn extensions allow fitness, spawning and post spawning extensions to be made to the spawning system.")]
public SpawnRuleExtension[] m_spawnExtensions = new SpawnRuleExtension[0];
public void Initialise(Spawner spawner)
{
SpawnCritera[] spawnCriteria = m_spawnCriteria;
for (int i = 0; i < spawnCriteria.Length; i++)
{
spawnCriteria[i].Initialise(spawner);
}
}
public bool HasActiveCriteria()
{
for (int i = 0; i < m_spawnCriteria.Length; i++)
{
if (m_spawnCriteria[i].m_isActive)
{
return true;
}
}
return false;
}
public bool SetAssetAssociations()
{
return false;
}
public bool AssociateAssets()
{
return false;
}
public bool ChecksTextures()
{
for (int i = 0; i < m_spawnCriteria.Length; i++)
{
if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkTexture)
{
return true;
}
}
return false;
}
public bool ChecksProximity()
{
for (int i = 0; i < m_spawnCriteria.Length; i++)
{
if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkProximity)
{
return true;
}
}
return false;
}
public void AddTags(ref List<string> tagList)
{
for (int i = 0; i < m_spawnCriteria.Length; i++)
{
if (m_spawnCriteria[i].m_isActive && m_spawnCriteria[i].m_checkProximity && !tagList.Contains(m_spawnCriteria[i].m_proximityTag))
{
tagList.Add(m_spawnCriteria[i].m_proximityTag);
}
}
}
}
}