/* 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 } }