using UnityEngine; // 创建菜单项,方便在项目中创建该资产 [CreateAssetMenu(fileName = "GroundToolConfig", menuName = "GroundTools/Ground Tool Configuration")] public class GroundToolConfig : ScriptableObject { // 将所有需要保存的参数定义为public字段或[SerializeField]的私有字段 public float randOffset = 0f; public float randJitter = 0.1f;// 随机扰动 public int width = 128; public int length = 128; public float height = 30f; public float perlinScale = 0.05f; public float groundIncline = 0.01f; public float matSplit1 = 0.25f; public float matSplit2 = 0.5f; public float matSplit3 = 0.75f; public float power = 2f; // 纹理(Texture)是Unity引擎对象的引用,本身可以被序列化 public Texture texGround1; public Texture texGround2; public Texture texGround3; public Texture texGround4; }