/* INFINITY CODE */ /* https://infinity-code.com */ using System.Collections.Generic; using UnityEngine; namespace InfinityCode.RealWorldTerrain { public partial class RealWorldTerrainPrefsBase { public int hugeTexturePageSize = 2048; public int hugeTextureRows = 13; public int hugeTextureCols = 13; /// <summary> /// Texture type ID. /// </summary> public string mapTypeID; /// <summary> /// Texture type extra fields. /// </summary> public string mapTypeExtraFields; /// <summary> /// The maximum level of zoom, to be used for texture generation.\n /// 0 - Autodetect.\n /// 1+ - Level of zoom. /// </summary> public int maxTextureLevel; /// <summary> /// Reducing the size of the texture, reduces the time texture generation and memory usage. /// </summary> public bool reduceTextures = true; /// <summary> /// Count of textures. /// </summary> public RealWorldTerrainVector2i textureCount = RealWorldTerrainVector2i.one; /// <summary> /// Type of texture file output /// </summary> public RealWorldTerrainTextureFileType textureFileType = RealWorldTerrainTextureFileType.jpg; /// <summary> /// Quality of file output /// </summary> public int textureFileQuality = 100; /// <summary> /// Provider of textures. /// </summary> public RealWorldTerrainTextureProvider textureProvider = RealWorldTerrainTextureProvider.virtualEarth; /// <summary> /// URL pattern of custom texture provider. /// </summary> public string textureProviderURL = "http://localhost/tiles/{zoom}/{x}/{y}"; /// <summary> /// Size of texture. /// </summary> public RealWorldTerrainVector2i textureSize = new RealWorldTerrainVector2i(1024, 1024); /// <summary> /// Use mip-mapping for textures (not recommended) /// </summary> public bool textureMipMaps = false; /// <summary> /// Type of result texture /// </summary> public RealWorldTerrainTextureResultType textureResultType = RealWorldTerrainTextureResultType.regularTexture; /// <summary> /// Type of tile texture. /// </summary> public RealWorldTerrainTextureType textureType = RealWorldTerrainTextureType.satellite; public List<TerrainLayer> vectorTerrainBaseLayers; public Vector2 vectorTerrainBaseLayersNoiseOffset = Vector2.zero; public float vectorTerrainBaseLayersNoiseScale = 16; public List<RealWorldTerrainVectorTerrainLayerFeature> vectorTerrainLayers; } }