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using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Contains the actual data that will be used to dictate the biome.
/// </summary>
#region Variables
[Header("User settings")]
[Tooltip("List curves that pertain to each specific biome parameter.")]
public ParameterTargets parameterTargets;
[Tooltip("What is used to generate the terrain.")]
[Tooltip("What is used to map terrain materials to heights.")]
public List<TerrainHeightMap> terrainMap;
#endregion
/// <summary>
/// Reseeds the map and shapeMap octaves by randomizing their
/// offsets.
/// </summary>
public void ReseedOctaves()
{
}
/// <summary>
/// Reset the parameter targets.
/// </summary>
/// <param name="targets"></param>
public void ResetParamTargets(List<BiomeParameter> targets)
{
parameterTargets = new(targets);
}
}
[Serializable]
public struct TerrainHeightMap
{
public float minHeight;
public float maxHeight;
public Texture texture;