/* INFINITY CODE */
/* https://infinity-code.com */
using System.Collections.Generic;
#if PROCEDURAL_TOOLKIT
using ProceduralToolkit.Buildings;
#endif
namespace InfinityCode.RealWorldTerrain
{
public partial class RealWorldTerrainPrefsBase
{
///
/// Building depth below ground level
///
public float buildingBasementDepth = 0;
///
/// Where to take height of the bottom points
///
public RealWorldTerrainBuildingBottomMode buildingBottomMode = RealWorldTerrainBuildingBottomMode.followRealWorldData;
///
/// Height of the floor.
///
public float buildingFloorHeight = 3.5f;
///
/// Range the number of floors buildings.
///
public RealWorldTerrainRangeI buildingFloorLimits = new RealWorldTerrainRangeI(5, 7, 1, 50);
///
/// Index of building generator.
/// 0 - Built-in
/// 1 - BuildR
/// 2 - BuildR2
/// 3 - Instantiate prefabs
///
public int buildingGenerator = 0;
///
/// List of buildings materials.
///
public List buildingMaterials;
///
/// List of prefabs to instantiate
///
public List buildingPrefabs;
///
/// Whether to save meshes and materials of buildings in the assets folder.
/// When false, meshes and materials may be lost when the scene is saved.
///
public bool buildingSaveInResult = true;
///
/// TRUE - All buildings will be loaded in one request to OSM Overpass, FALSE - buildings will be loaded in several requests (useful for megacities).
///
public bool buildingSingleRequest = true;
///
/// Use colors from OSM?
///
public bool buildingUseColorTags = false;
///
/// Type of collider for BuildR buildings.
///
public RealWorldTerrainBuildR2Collider buildRCollider = RealWorldTerrainBuildR2Collider.none;
///
/// Generate colliders for BuildR3.
///
public bool buildR3Collider = false;
///
/// Render mode for BuildR buildings.
///
public RealWorldTerrainBuildR2RenderMode buildRRenderMode = RealWorldTerrainBuildR2RenderMode.full;
public List buildR2Materials;
public List buildR3Materials;
///
/// Instance ID of BuildR generator style.
///
public int customBuildRGeneratorStyle = 0;
///
/// Instance ID of BuildR generator texture pack.
///
public int customBuildRGeneratorTexturePack = 0;
///
/// Array of BuildR presets.
///
public RealWorldTerrainBuildRPresetsItem[] customBuildRPresets;
public bool dynamicBuildings = true;
#if PROCEDURAL_TOOLKIT
public FacadePlanningStrategy ptFacadePlanningStrategy;
public FacadeConstructionStrategy ptFacadeConstructionStrategy;
public RoofPlanningStrategy ptRoofPlanningStrategy;
public RoofConstructionStrategy ptRoofConstructionStrategy;
#endif
}
}