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ISCAN_Color.cs
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ISCAN_Color.cs
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#region license
/* [Scientific Committee on Advanced Navigation]
* S.C.A.N. Satellite
*
* ISCAN_Color - Interface for transfer of color management information
*
* Copyright (c)2013 damny;
* Copyright (c)2014 technogeeky <technogeeky@gmail.com>;
* Copyright (c)2014 DMagic
* Copyright (c)2014 (Your Name Here) <your email here>; see LICENSE.txt for licensing details.
*/
#endregion
using System;
using System.Collections.Generic;
using UnityEngine;
namespace SCANsat.Unity.Interfaces
{
public interface ISCAN_Color
{
string ResourcePlanet { get; set; }
string ResourceCurrent { get; set; }
string TerrainPlanet { get; set; }
string TerrainPalette { get; set; }
string TerrainPaletteStyle { get; set; }
bool MapVignette { get; set; }
bool BiomeBigMapStockColor { get; set; }
bool BiomeBigMapWhiteBorder { get; set; }
bool BiomeSmallMapStockColor { get; set; }
bool BiomeSmallMapWhiteBorder { get; set; }
bool BiomeZoomMapWhiteBorder { get; set; }
bool TerrainClampOn { get; set; }
bool TerrainReverse { get; set; }
bool TerrainDiscrete { get; set; }
bool TerrainHasSize { get; }
int MapWidth { get; set; }
bool UseMapWidth { get; set; }
bool PixelFiltering { get; set; }
bool NormalMap { get; set; }
bool ColorMap { get; set; }
float NormalOpacity { get; set; }
float LuminanceReduction { get; set; }
float UnscannedTransparency { get; set; }
float BackgroundTransparency { get; set; }
float BiomeTransparency { get; set; }
float SlopeCutoff { get; set; }
float ResourceMin { get; set; }
float ResourceMax { get; set; }
float ResourceTransparency { get; set; }
float TerrainCurrentMin { get; set; }
float TerrainGlobalMin { get; }
float TerrainCurrentMax { get; set; }
float TerrainGlobalMax { get; }
float TerrainClamp { get; set; }
int TerrainSize { get; set; }
int TerrainSizeMin { get; }
int TerrainSizeMax { get; }
Color MapBackgroundColor { get; }
Color UnscannedColor { get; }
Color BiomeColorOne { get; }
Color BiomeColorTwo { get; }
Color SlopeColorOneLo { get; }
Color SlopeColorOneHi { get; }
Color SlopeColorTwoLo { get; }
Color SlopeColorTwoHi { get; }
Color ResourceColorOne { get; }
Color ResourceColorTwo { get; }
Texture2D TerrainPaletteOld { get; }
Texture2D TerrainPaletteNew { get; }
IList<KeyValuePair<string, Texture2D>> TerrainPalettes { get; }
IList<string> Resources { get; }
IList<string> CelestialBodies { get; }
IList<string> PaletteStyleNames { get; }
void MapApply(Color one, Color two);
void MapDefault();
void BiomeApply(Color one, Color two);
void BiomeDefault();
void SlopeApply(Color oneLow, Color oneHigh, Color twoLow, Color twoHigh);
void SlopeDefault();
void ResourceApply(Color one, Color two);
void ResourceApplyToAll(Color one, Color two);
void ResourceDefault();
void ResourceDefaultToAll();
void ResourceSaveToConfig(Color one, Color two);
void TerrainApply();
void TerrainDefault();
void TerrainSaveToConfig();
void Refresh();
}
}