using System.Collections.Generic; using UnityEngine; using System; namespace InTerra { [Serializable] public class DictionaryMaterialTerrain : SerializableDictionary { } [Serializable] public class DictionaryMaterialMeshTerrain : SerializableDictionary { } [AddComponentMenu("/")] public class InTerra_UpdateAndCheck : MonoBehaviour { [SerializeField, HideInInspector] public bool FirstInit; [SerializeField, HideInInspector] public DictionaryMaterialTerrain MaterialTerrain = new DictionaryMaterialTerrain(); [SerializeField, HideInInspector] public DictionaryMaterialMeshTerrain MaterialMeshTerrain = new DictionaryMaterialMeshTerrain(); [SerializeField, HideInInspector] public Terrain checkTerrain; [SerializeField, HideInInspector] public List MeshTerrainsList = new List(); [SerializeField, HideInInspector] public bool TracksEnabled; [SerializeField, HideInInspector] public bool TracksFading; [SerializeField, HideInInspector] public float TracksFadingTime = 30.0f; [HideInInspector] public RenderTexture TrackTexture; [HideInInspector] public float TrackDepthIndex; [SerializeField, HideInInspector] public bool SetSceneWetnessValues; [SerializeField, HideInInspector] public float GlobalWetness = 0; [SerializeField, HideInInspector] public Vector2 GlobalPuddles = new Vector2(-0.05f, 0.0f); [SerializeField, HideInInspector] public Vector3 GlobalRaindropRipples = new Vector3(0.0f, 1.0f, 1.0f); [SerializeField, HideInInspector] public Vector4 GlobalRaindropDistance = new Vector4(0.0f, 30.0f, 1.0f, 50.0f); [SerializeField, HideInInspector] public InTerra_GlobalData GlobalData; #if USING_HDRP [SerializeField, HideInInspector] public bool TextureArrayCheck; #endif void Update() { if (!InTerra_Setting.DisableAllAutoUpdates) InTerra_Data.CheckAndUpdate(); } } }