private void _initDefault() { _factorBounds = UMetaLodDefaults.Factor_Bounds; _factorGeomComplexity = UMetaLodDefaults.Factor_GeomComplexity; _factorPSysComplexity = UMetaLodDefaults.Factor_PSysComplexity; _factorVisualImpact = UMetaLodDefaults.Factor_VisualImpact; }
public void AddUserFactor(UImpactFactor userFactor) { if (!_userFactors.Contains(userFactor)) { _userFactors.Add(userFactor); } }
private float _calculateImpact(UImpactFactor factor, float value) { float normalized = factor.Normalizer != null ? factor.Normalizer(value, factor.UpperBound, factor.LowerBound) : 0.0f; return normalized * Mathf.Clamp01(factor.Weight); }
private float _calculateImpact(UImpactFactor factor, float value) { float normalized = factor.Normalizer != null?factor.Normalizer(value, factor.UpperBound, factor.LowerBound) : 0.0f; return(normalized * Mathf.Clamp01(factor.Weight)); }