Class CellEntityLayerConfigAsset
Inheritance
Object
ScriptableObject
CellEntityLayerConfigAsset
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
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.CellEntities.Data
Assembly: fwt.hexterrains.dll
Syntax
[CreateAssetMenu(fileName = "CellEntityLayerConfig", menuName = "Fwt/HexTerrains/Cell Items/CellEntity Layer Config Asset")]
public class CellEntityLayerConfigAsset : CellItemLayerConfigAsset<CellEntityLayer>, ITerrainLayerFactory, ICellEntityLayerConfig, ICellItemLayerConfig
Fields
_cellItemPrefabs
Declaration
[Tooltip("Prefabs for cell item. Index = prefab index, so if in the items map there is an item with index 5, it will take the ItemPrefabs[5] prefab to instantiate it")]
[SerializeField]
protected List<CellEntityConfigAuthoring> _cellItemPrefabs
Field Value
| Type | Description |
|---|---|
| List<CellEntityConfigAuthoring> |
_statesCountPerItem
Declaration
[Tooltip("Number of states per cell cell item. Used to calculate the amount of memory to allocate for cell item states.")]
[SerializeField]
[FormerlySerializedAs("_statesCountPerObject")]
protected int _statesCountPerItem
Field Value
| Type | Description |
|---|---|
| int |
Properties
CellItemPrefabs
Prefabs for cell item. Index = prefab index, so if in the items map there is an item with index 5, it will take the ItemPrefabs[5] prefab to instantiate it
Declaration
public List<CellEntityConfigAuthoring> CellItemPrefabs { get; set; }
Property Value
| Type | Description |
|---|---|
| List<CellEntityConfigAuthoring> |
StatesCountPerItem
Number of states per cell item. Used to calculate the amount of memory to allocate for cell item states.
Declaration
public int StatesCountPerItem { get; set; }
Property Value
| Type | Description |
|---|---|
| int |
Methods
CreateTerrainLayer()
Creates a new instance of a terrain layer for hex-based maps.
Declaration
public override HexTerrainLayer CreateTerrainLayer()
Returns
| Type | Description |
|---|---|
| HexTerrainLayer | A HexTerrainLayer representing the newly created terrain layer. |