Hex Terrains Framework
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    Class ChunkVisibilityDataLayer

    DataLayer with Visibility info for each terrain chunk

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

    Fields

    NewInvisibleChunks

    This is a set of chunks that just became invisible this frame

    Declaration
    public NativeParallelHashSet<int> NewInvisibleChunks
    Field Value
    Type Description
    NativeParallelHashSet<int>

    NewVisibleChunks

    This is a set of chunks that just became visible this frame

    Declaration
    public NativeParallelHashSet<int> NewVisibleChunks
    Field Value
    Type Description
    NativeParallelHashSet<int>

    VisibleChunks

    This is a set of chunks that are visible at the moment.

    Declaration
    public NativeParallelHashSet<int> VisibleChunks
    Field Value
    Type Description
    NativeParallelHashSet<int>

    Properties

    CellsGridSize

    Size of the ChunkVisibilityDataLayer (equals to the chunks count)

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

    ChunkGridSize

    Size of the chunks grid. For this particular layer is equals to the CellsGridSize, because we have one item per chunk here

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

    ChunkSize

    Size of the DataLayer chunk (not the same as terrain chunk). Because this layer contains one item per chunk, the size of the DataLayer chunk is 1x1

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

    IsConnectedHorizontally

    If true, the terrain edges are connected horizontally (left-right)

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

    IsConnectedVertically

    If true, the terrain edges are connected vertically (top-down)

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

    IsDisposableItems

    If true, the items in this layer are disposable. In this particular case the items are not disposable, because they are not created in the heap

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

    Methods

    Cleanup()

    Cleans up the layer. Called every frame. Usually it clears the dirty flags.

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

    CleanupAsync()

    Async version of Cleanup. Instead of waiting for cleanup jobs to complete, this one just schedules jobs and returns the job handle.

    Declaration
    public override JobHandle CleanupAsync()
    Returns
    Type Description
    JobHandle

    JobHandle for the scheduled cleanup jobs

    Overrides
    HexTerrainNativeListChunkedDataLayer<ChunkVisibility>.CleanupAsync()

    Dispose()

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

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

    Init(int)

    Initializes/Reinitializes the layer with the given size

    Declaration
    public override void Init(int layerSize)
    Parameters
    Type Name Description
    int layerSize
    Overrides
    NativeListChunkedDataLayer<ChunkVisibility>.Init(int)

    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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