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
ScriptableObject
ChunkMeshLayerConfigAsset
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
Assembly: fwt.hexterrains.dll
Syntax
[CreateAssetMenu(fileName = "ChunkMeshLayerConfigAsset", menuName = "Fwt/HexTerrains/ChunkMeshes/Chunk Mesh Layer Config")]
public class ChunkMeshLayerConfigAsset : HexTerrainLayerConfigAsset<ChunkMeshLayer>, ITerrainLayerFactory, IChunkMeshLayerConfig
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
_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
_biomeMapArgs
Declaration
[Tooltip("Settings for biome map (cell colors) initialization.")]
[SerializeField]
protected InitColorMapCellValueDataLayerArgs<int> _biomeMapArgs
Field Value
_chunkMeshLayerSettings
Declaration
[SerializeField]
[Tooltip("ChunkMeshLayer-specific settings.")]
protected ChunkMeshLayerSettings _chunkMeshLayerSettings
Field Value
_heightMapArgs
Declaration
[SerializeField]
[Tooltip("Settings for heightmap initialization.")]
protected InitColorMapCellValueDataLayerArgs<float> _heightMapArgs
Field Value
_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
_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
_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
_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
_transparencyMapArgs
Declaration
[Tooltip("Settings for cell transparency initialization.")]
[SerializeField]
protected InitColorMapCellValueDataLayerArgs<bool> _transparencyMapArgs
Field Value
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
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
BiomeMapArgs
Settings for biome map (cell colors) initialization.
Declaration
public InitColorMapCellValueDataLayerArgs<int> BiomeMapArgs { get; set; }
Property Value
ChunkMeshLayerSettings
ChunkMeshLayer-specific settings.
Declaration
public ChunkMeshLayerSettings ChunkMeshLayerSettings { get; set; }
Property Value
HeightMapArgs
Settings for heightmap initialization.
Declaration
public InitColorMapCellValueDataLayerArgs<float> HeightMapArgs { get; set; }
Property Value
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
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
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
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
TransparencyMapArgs
Settings for cell transparency map initialization.
Declaration
public InitColorMapCellValueDataLayerArgs<bool> TransparencyMapArgs { get; set; }
Property Value
Methods
CreateTerrainLayer()
Creates a new instance of a terrain layer for hex-based maps.
Declaration
public override HexTerrainLayer CreateTerrainLayer()
Returns
Overrides
Implements
Extension Methods