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- /* INFINITY CODE */
- /* https://infinity-code.com */
- using System.Collections.Generic;
- #if PROCEDURAL_TOOLKIT
- using ProceduralToolkit.Buildings;
- #endif
- namespace InfinityCode.RealWorldTerrain
- {
- public partial class RealWorldTerrainPrefsBase
- {
- /// <summary>
- /// Building depth below ground level
- /// </summary>
- public float buildingBasementDepth = 0;
- /// <summary>
- /// Where to take height of the bottom points
- /// </summary>
- public RealWorldTerrainBuildingBottomMode buildingBottomMode = RealWorldTerrainBuildingBottomMode.followRealWorldData;
- /// <summary>
- /// Height of the floor.
- /// </summary>
- public float buildingFloorHeight = 3.5f;
- /// <summary>
- /// Range the number of floors buildings.
- /// </summary>
- public RealWorldTerrainRangeI buildingFloorLimits = new RealWorldTerrainRangeI(5, 7, 1, 50);
- /// <summary>
- /// Index of building generator.
- /// 0 - Built-in
- /// 1 - BuildR
- /// 2 - BuildR2
- /// 3 - Instantiate prefabs
- /// </summary>
- public int buildingGenerator = 0;
- /// <summary>
- /// List of buildings materials.
- /// </summary>
- public List<RealWorldTerrainBuildingMaterial> buildingMaterials;
- /// <summary>
- /// List of prefabs to instantiate
- /// </summary>
- public List<RealWorldTerrainBuildingPrefab> buildingPrefabs;
- /// <summary>
- /// 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.
- /// </summary>
- public bool buildingSaveInResult = true;
- /// <summary>
- /// TRUE - All buildings will be loaded in one request to OSM Overpass, FALSE - buildings will be loaded in several requests (useful for megacities).
- /// </summary>
- public bool buildingSingleRequest = true;
- /// <summary>
- /// Use colors from OSM?
- /// </summary>
- public bool buildingUseColorTags = false;
- /// <summary>
- /// Type of collider for BuildR buildings.
- /// </summary>
- public RealWorldTerrainBuildR2Collider buildRCollider = RealWorldTerrainBuildR2Collider.none;
- /// <summary>
- /// Generate colliders for BuildR3.
- /// </summary>
- public bool buildR3Collider = false;
- /// <summary>
- /// Render mode for BuildR buildings.
- /// </summary>
- public RealWorldTerrainBuildR2RenderMode buildRRenderMode = RealWorldTerrainBuildR2RenderMode.full;
- public List<RealWorldTerrainBuildR2Material> buildR2Materials;
- public List<RealWorldTerrainBuildR3Material> buildR3Materials;
- /// <summary>
- /// Instance ID of BuildR generator style.
- /// </summary>
- public int customBuildRGeneratorStyle = 0;
- /// <summary>
- /// Instance ID of BuildR generator texture pack.
- /// </summary>
- public int customBuildRGeneratorTexturePack = 0;
- /// <summary>
- /// Array of BuildR presets.
- /// </summary>
- public RealWorldTerrainBuildRPresetsItem[] customBuildRPresets;
- public bool dynamicBuildings = true;
- #if PROCEDURAL_TOOLKIT
- public FacadePlanningStrategy ptFacadePlanningStrategy;
- public FacadeConstructionStrategy ptFacadeConstructionStrategy;
- public RoofPlanningStrategy ptRoofPlanningStrategy;
- public RoofConstructionStrategy ptRoofConstructionStrategy;
- #endif
- }
- }
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