/* 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 } }