Class HexTerrainAuthoring
Authoring component for the HexTerrain. This component is used to create a HexTerrain entity in the ECS world.
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.gameObject
Component.tag
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags
Namespace: Fwt.HexTerrains
Assembly: fwt.hexterrains.dll
Syntax
public class HexTerrainAuthoring : MonoBehaviour
Fields
ColorMapTextures
The ColorMap textures to fill with colors from different data layers. Expected that this textures are used in terrain materials and also are present on UI (for example, minimap).
Declaration
[Tooltip("The ColorMap textures to fill with colors from different data layers.\r\nExpected that this textures are used in terrain materials and also are present on UI (for example, minimap).")]
public ColorMapTexturesSource ColorMapTextures
Field Value
| Type | Description |
|---|---|
| ColorMapTexturesSource |
IsVisible
Indicates whether the terrain is visible in the scene. If this value is false, the terrain will be excluded from rendering. To change the visibility in runtime, change the HexTerrainVisibility component on the terrain entity.
Declaration
public bool IsVisible
Field Value
| Type | Description |
|---|---|
| bool |
TerrainSettings
The terrain settings (HexLayout, HexRotation, CellRadius, etc.)
Declaration
[Tooltip("The terrain settings (HexLayout, HexRotation, CellRadius, etc.)")]
public HexTerrainSettings TerrainSettings
Field Value
| Type | Description |
|---|---|
| HexTerrainSettings |
ViewMode
Initial View Mode of the terrain.
Declaration
[Tooltip("Initial View Mode of the terrain.")]
[Range(0, 255)]
public int ViewMode
Field Value
| Type | Description |
|---|---|
| int |