Hex Terrains Framework
Search Results for

    Show / Hide Table of Contents

    Class CloudsChunkMeshLayerConfigAsset

    Provides configuration settings for initializing a clouds chunk mesh layer in a hex terrain environment.

    Inheritance
    object
    Object
    ScriptableObject
    HexTerrainLayerConfigAsset<ChunkMeshLayer>
    ChunkMeshLayerConfigAsset
    VisualChunkMeshLayerConfigAsset
    CloudsChunkMeshLayerConfigAsset
    Implements
    ITerrainLayerFactory
    IVisualChunkMeshLayerConfig
    IChunkMeshLayerConfig
    ICloudsChunkMeshLayerConfig
    Inherited Members
    VisualChunkMeshLayerConfigAsset._isVisible
    VisualChunkMeshLayerConfigAsset.IsVisible
    VisualChunkMeshLayerConfigAsset._renderSettings
    VisualChunkMeshLayerConfigAsset.RenderSettings
    VisualChunkMeshLayerConfigAsset._renderConfigs
    VisualChunkMeshLayerConfigAsset.RenderConfigs
    VisualChunkMeshLayerConfigAsset._defaultRenderConfig
    VisualChunkMeshLayerConfigAsset.DefaultRenderConfig
    VisualChunkMeshLayerConfigAsset._biomeUvs
    VisualChunkMeshLayerConfigAsset.BiomeUvs
    VisualChunkMeshLayerConfigAsset.BiomeUVConfigs
    VisualChunkMeshLayerConfigAsset.GetBiomeConfigs()
    VisualChunkMeshLayerConfigAsset.ExtractUVFromSprite(Sprite, float4)
    ChunkMeshLayerConfigAsset._heightMapArgs
    ChunkMeshLayerConfigAsset.HeightMapArgs
    ChunkMeshLayerConfigAsset._transparencyMapArgs
    ChunkMeshLayerConfigAsset.TransparencyMapArgs
    ChunkMeshLayerConfigAsset._biomeMapArgs
    ChunkMeshLayerConfigAsset.BiomeMapArgs
    ChunkMeshLayerConfigAsset._isAutoPaintBiomes
    ChunkMeshLayerConfigAsset.IsAutoPaintBiomes
    ChunkMeshLayerConfigAsset._autoPaintBiomesLevels
    ChunkMeshLayerConfigAsset.AutoPaintBiomesLevels
    ChunkMeshLayerConfigAsset._autoPaintBiomesOffset
    ChunkMeshLayerConfigAsset.AutoPaintBiomesOffset
    ChunkMeshLayerConfigAsset._chunkMeshLayerSettings
    ChunkMeshLayerConfigAsset.ChunkMeshLayerSettings
    ChunkMeshLayerConfigAsset._syncHeightMapLayerReference
    ChunkMeshLayerConfigAsset.SyncHeightMapLayerReference
    ChunkMeshLayerConfigAsset._syncBiomeMapLayerReference
    ChunkMeshLayerConfigAsset.SyncBiomeMapLayerReference
    ChunkMeshLayerConfigAsset._syncTransparencyMapLayerReference
    ChunkMeshLayerConfigAsset.SyncTransparencyMapLayerReference
    HexTerrainLayerConfigAsset<ChunkMeshLayer>.CreateTerrainLayer<TTargetLayer>()
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    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(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Fwt.HexTerrains.ChunkMehes.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    [CreateAssetMenu(fileName = "CloudsChunkMeshLayerConfigAsset", menuName = "Fwt/HexTerrains/ChunkMeshes/Clouds ChunkMesh Layer Config")]
    public class CloudsChunkMeshLayerConfigAsset : VisualChunkMeshLayerConfigAsset, ITerrainLayerFactory, IVisualChunkMeshLayerConfig, IChunkMeshLayerConfig, ICloudsChunkMeshLayerConfig
    Remarks

    This asset is intended to be used with the Unity editor to configure visual and simulation parameters for clouds layers. It allows customization of cloud thickness and rendering style for chunk-based cloud meshes.

    Fields

    _cloudsRenderSettings

    Declaration
    [SerializeField]
    [Tooltip("Settings used to control the rendering of clouds in the scene.")]
    protected CloudsRenderSettings _cloudsRenderSettings
    Field Value
    Type Description
    CloudsRenderSettings

    Properties

    CloudsRenderSettings

    Gets or sets the settings used to control the rendering of clouds in the scene.

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

    Methods

    CreateTerrainLayer()

    Creates a terrain layer using the specified initialization arguments.

    Declaration
    public override HexTerrainLayer CreateTerrainLayer()
    Returns
    Type Description
    HexTerrainLayer

    created terrain layer

    Overrides
    VisualChunkMeshLayerConfigAsset.CreateTerrainLayer()

    Implements

    ITerrainLayerFactory
    IVisualChunkMeshLayerConfig
    IChunkMeshLayerConfig
    ICloudsChunkMeshLayerConfig

    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)
    In this article
    Back to top Generated by DocFX