Hex Terrains Framework
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    Class ChunkMeshLayerConfigAsset

    Defines the configuration asset for a chunk mesh terrain layer, including settings for heightmap and biome map initialization, automatic biome painting, and layer overlap behavior.

    Inheritance
    object
    Object
    ScriptableObject
    HexTerrainLayerConfigAsset<ChunkMeshLayer>
    ChunkMeshLayerConfigAsset
    VisualChunkMeshLayerConfigAsset
    Implements
    ITerrainLayerFactory
    IChunkMeshLayerConfig
    Inherited Members
    HexTerrainLayerConfigAsset<ChunkMeshLayer>.CreateTerrainLayer<TTargetLayer>()
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    Namespace: Fwt.HexTerrains.ChunkMehes.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    [CreateAssetMenu(fileName = "ChunkMeshLayerConfigAsset", menuName = "Fwt/HexTerrains/ChunkMeshes/Chunk Mesh Layer Config")]
    public class ChunkMeshLayerConfigAsset : HexTerrainLayerConfigAsset<ChunkMeshLayer>, ITerrainLayerFactory, IChunkMeshLayerConfig
    Remarks

    This asset is intended to be used within the Unity Editor to configure chunk mesh layers for hex-based terrains. It provides parameters for initializing height and biome maps, as well as options for controlling how biomes are automatically assigned based on height thresholds. The asset also supports referencing another terrain layer to manage rendering overlaps between layers.

    Fields

    _autoPaintBiomesLevels

    Declaration
    [Tooltip("Represents the default set of biome level thresholds used for automatic painting operations. Value at index 0 corresponds to biome 0, index 1 to biome 1, and so on. If the height is below the level at index 0, biome 0 is applied. If the height is between levels at index 0 and 1, biome 1 is applied, etc.")]
    [SerializeField]
    protected List<float> _autoPaintBiomesLevels
    Field Value
    Type Description
    List<float>

    _autoPaintBiomesOffset

    Declaration
    [SerializeField]
    [Tooltip("If true, the biome map will be automatically painted based on the height map and the AutoPaintBiomesLevels.The The biome index calculated based on AutoPaintBiomesLevels is then offset by this value, so the final biome index applied to the biome map will be (calculated biome index + AutoPaintBiomesOffset).")]
    protected int _autoPaintBiomesOffset
    Field Value
    Type Description
    int

    _biomeMapArgs

    Declaration
    [Tooltip("Settings for biome map (cell colors) initialization.")]
    [SerializeField]
    protected InitColorMapCellValueDataLayerArgs<int> _biomeMapArgs
    Field Value
    Type Description
    InitColorMapCellValueDataLayerArgs<int>

    _chunkMeshLayerSettings

    Declaration
    [SerializeField]
    [Tooltip("ChunkMeshLayer-specific settings.")]
    protected ChunkMeshLayerSettings _chunkMeshLayerSettings
    Field Value
    Type Description
    ChunkMeshLayerSettings

    _heightMapArgs

    Declaration
    [SerializeField]
    [Tooltip("Settings for heightmap initialization.")]
    protected InitColorMapCellValueDataLayerArgs<float> _heightMapArgs
    Field Value
    Type Description
    InitColorMapCellValueDataLayerArgs<float>

    _isAutoPaintBiomes

    Declaration
    [Tooltip("If true, the biome map will be automatically painted based on the height map and the AutoPaintBiomesLevels.")]
    [SerializeField]
    protected bool _isAutoPaintBiomes
    Field Value
    Type Description
    bool

    _syncBiomeMapLayerReference

    Declaration
    [SerializeField]
    [Tooltip("Reference to another terrain layer from which to copy biome map values when they are changed there.")]
    protected HexTerrainLayerReference _syncBiomeMapLayerReference
    Field Value
    Type Description
    HexTerrainLayerReference

    _syncHeightMapLayerReference

    Declaration
    [SerializeField]
    [Tooltip("Reference to another terrain layer from which to copy height map values when they are changed there.")]
    protected HexTerrainLayerReference _syncHeightMapLayerReference
    Field Value
    Type Description
    HexTerrainLayerReference

    _syncTransparencyMapLayerReference

    Declaration
    [SerializeField]
    [Tooltip("Reference to another terrain layer from which to copy transparency map values when they are changed there.")]
    protected HexTerrainLayerReference _syncTransparencyMapLayerReference
    Field Value
    Type Description
    HexTerrainLayerReference

    _transparencyMapArgs

    Declaration
    [Tooltip("Settings for cell transparency initialization.")]
    [SerializeField]
    protected InitColorMapCellValueDataLayerArgs<bool> _transparencyMapArgs
    Field Value
    Type Description
    InitColorMapCellValueDataLayerArgs<bool>

    Properties

    AutoPaintBiomesLevels

    Represents the default set of biome level thresholds used for automatic painting operations. Value at index 0 corresponds to biome 0, index 1 to biome 1, and so on. If the height is below the level at index 0, biome 0 is applied. If the height is between levels at index 0 and 1, biome 1 is applied, etc.

    Declaration
    public List<float> AutoPaintBiomesLevels { get; set; }
    Property Value
    Type Description
    List<float>

    AutoPaintBiomesOffset

    If IsAutoPaintBiomes is true, the biome map is calculated based on the height map and the biome level thresholds defined in AutoPaintBiomesLevels. The biome index calculated based on AutoPaintBiomesLevels is then offset by this value, so the final biome index applied to the biome map will be (calculated biome index + AutoPaintBiomesOffset)."/>

    Declaration
    [Tooltip("If true, the biome map will be automatically painted based on the height map and the AutoPaintBiomesLevels.The The biome index calculated based on AutoPaintBiomesLevels is then offset by this value, so the final biome index applied to the biome map will be (calculated biome index + AutoPaintBiomesOffset).")]
    public int AutoPaintBiomesOffset { get; set; }
    Property Value
    Type Description
    int

    BiomeMapArgs

    Settings for biome map (cell colors) initialization.

    Declaration
    public InitColorMapCellValueDataLayerArgs<int> BiomeMapArgs { get; set; }
    Property Value
    Type Description
    InitColorMapCellValueDataLayerArgs<int>

    ChunkMeshLayerSettings

    ChunkMeshLayer-specific settings.

    Declaration
    public ChunkMeshLayerSettings ChunkMeshLayerSettings { get; set; }
    Property Value
    Type Description
    ChunkMeshLayerSettings

    HeightMapArgs

    Settings for heightmap initialization.

    Declaration
    public InitColorMapCellValueDataLayerArgs<float> HeightMapArgs { get; set; }
    Property Value
    Type Description
    InitColorMapCellValueDataLayerArgs<float>

    IsAutoPaintBiomes

    If true, the biome map will be automatically painted based on the height map and the AutoPaintBiomesLevels.

    Declaration
    public bool IsAutoPaintBiomes { get; set; }
    Property Value
    Type Description
    bool

    SyncBiomeMapLayerReference

    Reference to another terrain layer from which to copy biome map values when they are changed there.

    Declaration
    public HexTerrainLayerReference SyncBiomeMapLayerReference { get; set; }
    Property Value
    Type Description
    HexTerrainLayerReference

    SyncHeightMapLayerReference

    Reference to another terrain layer from which to copy height map values when they are changed there.

    Declaration
    public HexTerrainLayerReference SyncHeightMapLayerReference { get; set; }
    Property Value
    Type Description
    HexTerrainLayerReference

    SyncTransparencyMapLayerReference

    Reference to another terrain layer from which to copy transparency map values when they are changed there.

    Declaration
    public HexTerrainLayerReference SyncTransparencyMapLayerReference { get; set; }
    Property Value
    Type Description
    HexTerrainLayerReference

    TransparencyMapArgs

    Settings for cell transparency map initialization.

    Declaration
    public InitColorMapCellValueDataLayerArgs<bool> TransparencyMapArgs { get; set; }
    Property Value
    Type Description
    InitColorMapCellValueDataLayerArgs<bool>

    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.

    Overrides
    HexTerrainLayerConfigAsset<ChunkMeshLayer>.CreateTerrainLayer()

    Implements

    ITerrainLayerFactory
    IChunkMeshLayerConfig

    Extension Methods

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