Hex Terrains Framework
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    Class ChunkMeshSourcesDataLayer

    Data layer for storing mesh sources for hex terrain chunks MeshSource

    Inheritance
    object
    DataLayer
    ChunkedDataLayer
    NativeListChunkedDataLayer<MeshSource>
    HexTerrainNativeListChunkedDataLayer<MeshSource>
    ChunkMeshSourcesDataLayer
    Implements
    IDisposable
    ICommitChanges
    IListDataLayer<MeshSource>
    Inherited Members
    HexTerrainNativeListChunkedDataLayer<MeshSource>._settings
    HexTerrainNativeListChunkedDataLayer<MeshSource>.Settings
    NativeListChunkedDataLayer<MeshSource>._data
    NativeListChunkedDataLayer<MeshSource>.Data
    NativeListChunkedDataLayer<MeshSource>.Length
    NativeListChunkedDataLayer<MeshSource>.Init(int)
    NativeListChunkedDataLayer<MeshSource>.GetData(int)
    NativeListChunkedDataLayer<MeshSource>.SetData(int, MeshSource)
    NativeListChunkedDataLayer<MeshSource>.SetData(MeshSource[])
    NativeListChunkedDataLayer<MeshSource>.FillData(MeshSource)
    NativeListChunkedDataLayer<MeshSource>.TryGetData(int, out MeshSource)
    NativeListChunkedDataLayer<MeshSource>.TrySetData(int, MeshSource)
    NativeListChunkedDataLayer<MeshSource>.DisposeAllItems()
    NativeListChunkedDataLayer<MeshSource>.DisposeExcessItems(int)
    NativeListChunkedDataLayer<MeshSource>.DisposeDataItem(MeshSource)
    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 ChunkMeshSourcesDataLayer : HexTerrainNativeListChunkedDataLayer<MeshSource>, IDisposable, ICommitChanges, IListDataLayer<MeshSource>

    Properties

    CellsGridSize

    Width and Height of the grid of cells.

    Declaration
    public override int2 CellsGridSize { get; }
    Property Value
    Type Description
    int2
    Overrides
    HexTerrainNativeListChunkedDataLayer<MeshSource>.CellsGridSize

    ChunkGridSize

    Width and Height of the grid of chunks.

    Declaration
    public override int2 ChunkGridSize { get; }
    Property Value
    Type Description
    int2
    Overrides
    HexTerrainNativeListChunkedDataLayer<MeshSource>.ChunkGridSize

    ChunkSize

    Width and Height of the chunk in cells.

    Declaration
    public override int2 ChunkSize { get; }
    Property Value
    Type Description
    int2
    Overrides
    HexTerrainNativeListChunkedDataLayer<MeshSource>.ChunkSize

    GeneratedMeshIndexes

    Declaration
    public NativeList<int> GeneratedMeshIndexes { get; }
    Property Value
    Type Description
    NativeList<int>

    IsConnectedHorizontally

    True if left and right edges of the chunk are connected (like in civilization games). Needed for wrapping the grid. If SetCellDirty(cellIndex, checkEdges) is called with checkEdges == true, the chunk of the cell is marked dirty and also all adjacent chunks are also marked dirty. So if the left edge is dirty, the right edge is also dirty.

    Declaration
    public override bool IsConnectedHorizontally { get; }
    Property Value
    Type Description
    bool
    Overrides
    HexTerrainNativeListChunkedDataLayer<MeshSource>.IsConnectedHorizontally

    IsConnectedVertically

    True if top and bottom edges of the chunk are connected (like in civilization games). Needed for wrapping the grid. If SetCellDirty(cellIndex, checkEdges) is called with checkEdges == true, the chunk of the cell is marked dirty and also all adjacent chunks are also marked dirty. So if the top edge is dirty, the bottom edge is also dirty.

    Declaration
    public override bool IsConnectedVertically { get; }
    Property Value
    Type Description
    bool
    Overrides
    HexTerrainNativeListChunkedDataLayer<MeshSource>.IsConnectedVertically

    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<MeshSource>.Cleanup()

    CleanupAsync()

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

    Dispose()

    Disposes the data layer, calls DisposeAllItems() DisposeAllItems()

    Declaration
    public override void Dispose()
    Overrides
    NativeListChunkedDataLayer<MeshSource>.Dispose()

    Init(int, HexTerrainSettings)

    Initializes/Reinitializes the data layer with the given size and settings. Use this initialization method instead of base.Init without HexTerrainSettings parameter, as this one will also initialize the chunks data

    Declaration
    public override void Init(int layerSize, HexTerrainSettings settings)
    Parameters
    Type Name Description
    int layerSize

    amount of meshes for terrain (amount of terrain chunks)

    HexTerrainSettings settings

    settings of the hex terrain this layer is from

    Overrides
    HexTerrainNativeListChunkedDataLayer<MeshSource>.Init(int, HexTerrainSettings)

    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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