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namespace Mapbox.Unity.Map
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{
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using System;
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using Mapbox.Unity.MeshGeneration.Modifiers;
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using UnityEngine;
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[Serializable]
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public class CoreVectorLayerProperties : MapboxDataProperty, ISubLayerCoreOptions
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{
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[SerializeField]
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private string sourceId;
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[Tooltip("Is visualizer active.")]
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public bool isActive = true;
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[Tooltip("Name of the visualizer. ")]
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public string sublayerName = "untitled";
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[Tooltip("Primitive geometry type of the visualizer, allowed primitives - point, line, polygon")]
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public VectorPrimitiveType geometryType = VectorPrimitiveType.Polygon;
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[Tooltip("Name of the layer in the source tileset. This property is case sensitive.")]
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public string layerName = "layerName";
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[Tooltip("Snap features to the terrain elevation, use this option to draw features above terrain. ")]
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public bool snapToTerrain = true;
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[Tooltip("Groups features into one Unity GameObject.")]
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public bool combineMeshes = false;
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public override bool HasChanged
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{
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set
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{
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if (value == true)
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{
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OnPropertyHasChanged(new VectorLayerUpdateArgs { property = this });
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}
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}
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}
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/// <summary>
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/// Change the primtive type of the feature which will be used to decide
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/// what type of mesh operations features will require.
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/// In example, roads are generally visualized as lines and buildings are
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/// generally visualized as polygons.
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/// </summary>
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/// <param name="type">Primitive type of the featues in the layer.</param>
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public virtual void SetPrimitiveType(VectorPrimitiveType type)
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{
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if (geometryType != type)
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{
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geometryType = type;
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HasChanged = true;
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}
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}
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}
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}
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