Hex Terrains Framework
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    Class CellTransformDataLayer

    Inheritance
    object
    DataLayer
    ChunkedDataLayer
    NativeListChunkedDataLayer<Matrix4x4>
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>
    CellTransformDataLayer
    Implements
    IDisposable
    ICommitChanges
    IListDataLayer<Matrix4x4>
    Inherited Members
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>._settings
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.Settings
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.CellsGridSize
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.ChunkGridSize
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.ChunkSize
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.IsConnectedHorizontally
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.IsConnectedVertically
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.Init(int, HexTerrainSettings)
    NativeListChunkedDataLayer<Matrix4x4>._data
    NativeListChunkedDataLayer<Matrix4x4>.Data
    NativeListChunkedDataLayer<Matrix4x4>.Length
    NativeListChunkedDataLayer<Matrix4x4>.Init(int)
    NativeListChunkedDataLayer<Matrix4x4>.GetData(int)
    NativeListChunkedDataLayer<Matrix4x4>.SetData(int, Matrix4x4)
    NativeListChunkedDataLayer<Matrix4x4>.SetData(Matrix4x4[])
    NativeListChunkedDataLayer<Matrix4x4>.FillData(Matrix4x4)
    NativeListChunkedDataLayer<Matrix4x4>.TryGetData(int, out Matrix4x4)
    NativeListChunkedDataLayer<Matrix4x4>.TrySetData(int, Matrix4x4)
    NativeListChunkedDataLayer<Matrix4x4>.DisposeAllItems()
    NativeListChunkedDataLayer<Matrix4x4>.DisposeExcessItems(int)
    NativeListChunkedDataLayer<Matrix4x4>.DisposeDataItem(Matrix4x4)
    NativeListChunkedDataLayer<Matrix4x4>.Dispose()
    ChunkedDataLayer.ChunksCount
    ChunkedDataLayer.ChunkDirtyGrid
    ChunkedDataLayer.DirtyChunks
    ChunkedDataLayer.SetCellDirty(int)
    ChunkedDataLayer.SetCellDirty(int, bool)
    ChunkedDataLayer.GetIsChunkDirty(int)
    ChunkedDataLayer.SetChunkDirty(int, bool)
    ChunkedDataLayer.SetAllChunksDirty(bool)
    ChunkedDataLayer.SetAllChunksDirtyAsync(bool, JobHandle)
    ChunkedDataLayer.SetAllChunksDirty()
    ChunkedDataLayer.ClearAllChunksDirty()
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, ChunkedDataLayer, ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, ChunkedDataLayer, ChunkedDataLayer, ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.GetChunkIndexByCellIndex(int)
    ChunkedDataLayer.GetChunkCoord(int2)
    ChunkedDataLayer.GetChunkCoord(int)
    ChunkedDataLayer.GetChunkIndex(int2)
    ChunkedDataLayer.GetCellCoord(int)
    ChunkedDataLayer.GetCellIndex(int2)
    ChunkedDataLayer.ResolveCellCoord(int2)
    ChunkedDataLayer.ResolveChunkCoord(int2)
    DataLayer._readJobsDependency
    DataLayer.ReadDependency
    DataLayer._writeJobsDependency
    DataLayer.WriteDependency
    DataLayer.CombinedDependency
    DataLayer._isDirty
    DataLayer.IsDirty
    DataLayer._version
    DataLayer.Version
    DataLayer.AddReadDependency(JobHandle)
    DataLayer.AddWriteDependency(JobHandle)
    DataLayer.SetReadDependency(JobHandle)
    DataLayer.SetWriteDependency(JobHandle)
    DataLayer.PrepareToWrite()
    DataLayer.PrepareToRead()
    DataLayer.OpenToRead()
    DataLayer.OpenToWrite()
    DataLayer.CompleteReadJobs()
    DataLayer.CompleteWriteJobs()
    DataLayer.CompleteAllJobs()
    DataLayer.CommitChanges()
    DataLayer.SetDirty(bool)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Fwt.HexTerrains.DataLayers
    Assembly: fwt.hexterrains.dll
    Syntax
    public class CellTransformDataLayer : HexTerrainNativeListChunkedDataLayer<Matrix4x4>, IDisposable, ICommitChanges, IListDataLayer<Matrix4x4>

    Properties

    IsDisposableItems

    If true, means when layer is resized or disposed, all items that are removed will be disposed (see nested classes description for details as the process may be different from layer to layer)

    Declaration
    public override bool IsDisposableItems { get; }
    Property Value
    Type Description
    bool
    Overrides
    DataLayer.IsDisposableItems

    Methods

    Cleanup()

    Declaration
    public override void Cleanup()
    Overrides
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.Cleanup()

    CleanupAsync()

    Declaration
    public override JobHandle CleanupAsync()
    Returns
    Type Description
    JobHandle
    Overrides
    HexTerrainNativeListChunkedDataLayer<Matrix4x4>.CleanupAsync()

    Implements

    IDisposable
    ICommitChanges
    IListDataLayer<TItem>

    Extension Methods

    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
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