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Diffstat (limited to 'Runtime/Terrain/ScriptBindings/WindZoneBindings.txt')
-rw-r--r-- | Runtime/Terrain/ScriptBindings/WindZoneBindings.txt | 183 |
1 files changed, 183 insertions, 0 deletions
diff --git a/Runtime/Terrain/ScriptBindings/WindZoneBindings.txt b/Runtime/Terrain/ScriptBindings/WindZoneBindings.txt new file mode 100644 index 0000000..b9e98ea --- /dev/null +++ b/Runtime/Terrain/ScriptBindings/WindZoneBindings.txt @@ -0,0 +1,183 @@ +C++RAW +#include "UnityPrefix.h" +#include "Runtime/Terrain/Heightmap.h" +#include "Runtime/Filters/Mesh/LodMesh.h" +#include "Runtime/Terrain/DetailDatabase.h" +#include "Runtime/Terrain/SplatDatabase.h" +#include "Runtime/Terrain/TerrainData.h" +#include "Runtime/Terrain/TerrainInstance.h" +#include "Runtime/Mono/MonoBehaviour.h" +#include "Runtime/BaseClasses/GameObject.h" +#include "Runtime/Terrain/TerrainRenderer.h" +#include "Runtime/Camera/Light.h" +#include "Runtime/Terrain/DetailRenderer.h" +#include "Runtime/Terrain/ImposterRenderTexture.h" +#include "Runtime/Terrain/TreeRenderer.h" +#include "Runtime/Terrain/Wind.h" +#include "Runtime/Terrain/Tree.h" +#include "Runtime/Scripting/ScriptingUtility.h" +#include "Runtime/Scripting/ScriptingExportUtility.h" + +using namespace Unity; +using namespace std; + +CSRAW + +#if ENABLE_TERRAIN + +using System; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; +using System.Collections; +using System.Collections.Generic; + +namespace UnityEngine +{ + +/// Modes a Wind Zone can have, either Spherical or Directional +/// You can have more than one Spherical Wind Zone in a scene, but it does not make much +/// sense to have more than one Directional Wind Zone in your scene as it affects +/// the whole scene. This Wind Zone Mode is used by the WindZone.mode member. +CONDITIONAL ENABLE_TERRAIN +ENUM internal WindZoneMode + /// Wind zone only has an effect inside the radius, and has a falloff from the center towards the edge. + CONVERTEXAMPLE + BEGIN EX + // Creates a Directional Wind Zone that blows wind up. + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Directional; + // transform.rotation = Quaternion.LookRotation(Vector3.up); + } + END EX + /// + Directional = 0, + /// Wind zone affects the entire scene in one direction. + CONVERTEXAMPLE + BEGIN EX + // Creates a Spherical Wind Zone. + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Spherical; + } + END EX + /// + Spherical = 1 +END + +/// Wind Zones add realism to the trees you create by making them wave their branches and leaves as if blown by the wind. +/// +/// __Note:__ This only works with trees created by the tree creator. +CSRAW +CONDITIONAL ENABLE_TERRAIN +CLASS internal WindZone : Component + + /// Defines the type of wind zone to be used (Spherical or Directional). + CONVERTEXAMPLE + BEGIN EX + // Creates a Directional Wind Zone. + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Directional; + } + END EX + /// + AUTO_PROP WindZoneMode mode GetMode SetMode + + /// Radius of the Spherical Wind Zone (only active if the WindZoneMode is set to Spherical). + CONVERTEXAMPLE + BEGIN EX + // Creates a Spherical Wind Zone and sets its radius to 10. + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Spherical; + // wind.radius = 10; + } + END EX + /// + AUTO_PROP float radius GetRadius SetRadius + + /// The primary wind force. + /// It produces a softly changing wind Pressure. + CONVERTEXAMPLE + BEGIN EX + // Creates a wind zone with the effect of a helicopter passing by + // Just place this into an empty game object and move it over a tree + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Spherical; + // wind.radius = 10.0; + // wind.windMain = 3.0; + // wind.windTurbulence = 0.5; + // wind.windPulseMagnitude = 2.0; + // wind.windPulseFrequency = 0.01; + } + END EX + /// + AUTO_PROP float windMain GetWindMain SetWindMain + + /// The turbulence wind force. + /// Produces a rapidly changing wind pressure. + CONVERTEXAMPLE + BEGIN EX + // Creates a wind zone to produce a softly changing general wind + // Just place this into an empty game object + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Directional; + // wind.windMain = 0.70; + // wind.windTurbulence = 0.1; + // wind.windPulseMagnitude = 2.0; + // wind.windPulseFrequency = 0.25; + } + END EX + /// + AUTO_PROP float windTurbulence GetWindTurbulence SetWindTurbulence + + /// Defines ow much the wind changes over time. + CONVERTEXAMPLE + BEGIN EX + // Creates a wind zone with the effect of a helicopter passing by + // Just place this into an empty game object and move it over a tree + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Spherical; + // wind.radius = 10.0; + // wind.windMain = 3.0; + // wind.windTurbulence = 0.5; + // wind.windPulseMagnitude = 2.0; + // wind.windPulseFrequency = 0.01; + } + END EX + /// + AUTO_PROP float windPulseMagnitude GetWindPulseMagnitude SetWindPulseMagnitude + + /// Defines the frequency of the wind changes. + CONVERTEXAMPLE + BEGIN EX + // Creates a wind zone to produce a softly changing general wind + // Just place this into an empty game object + + function Start() { + // var wind : WindZone = gameObject.AddComponent(WindZone); + // wind.mode = WindZoneMode.Directional; + // wind.windMain = 0.70; + // wind.windTurbulence = 0.1; + // wind.windPulseMagnitude = 2.0; + // wind.windPulseFrequency = 0.25; + } + END EX + /// + AUTO_PROP float windPulseFrequency GetWindPulseFrequency SetWindPulseFrequency +END + +CSRAW +} +#endif // ENABLE_TERRAIN |