using PublicTools.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ShadowStudio.Tool
{
///
/// 黑板的配置
///
public class BoardConf
{
///
/// 黑板的key
///
private string prikey = "MainBord";
///
/// 物体的边界大小,尺寸
/// 默认是1920*1080的屏幕
///
private XVector2 boundary = new XVector2(new Vector2(3000, 1400));
///
/// 网格大小,尺寸,默认10*10的大小
///
private XVector2 cellSize = new XVector2(Vector2.one * 10);
///
/// 吸附的距离,点到平面的距离
/// 如果是边界,判断是否相交
///
private float adsorption = 10;
///
/// 展示的距离,吸附在表面的距离,避免和黑板重叠,设置位置差
///
private float showDis = -1;
///
/// 是否自动对齐网格
///
private bool isAutoAlign = true;
///
/// 是否自动排列
/// 按照网格的顺序自动排列
///
private bool isAutoArrange = false;
///
/// 误差相差的角度
///
private float angle = 15;
/// 按下移出距离
///
private float pressPonit = -0.1f;
///
/// 黑板的key
///
public string Prikey { get => prikey; set => prikey = value; }
///
/// 物体的边界大小,尺寸
/// 默认是1920*1080的屏幕
///
public XVector2 Boundary { get => boundary; set => boundary = value; }
///
/// 网格大小,尺寸,默认10*10的大小
///
public XVector2 CellSize { get => cellSize; set => cellSize = value; }
///
/// 吸附的距离,点到平面的距离
/// 如果是边界,判断是否相交
///
public float Adsorption { get => adsorption; set => adsorption = value; }
///
/// 是否自动对齐网格
///
public bool IsAutoAlign { get => isAutoAlign; set => isAutoAlign = value; }
///
/// 是否自动排列
/// 按照网格的顺序自动排列
///
public bool IsAutoArrange { get => isAutoArrange; set => isAutoArrange = value; }
///
/// 平面相差角度
///
public float Angle { get => angle; set => angle = value; }
public float ShowDis { get => showDis; set => showDis = value; }
public float PressPonit { get => pressPonit; set => pressPonit = value; }
}
}