Hex Terrains Framework
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    Interface IChunkMeshLayerConfig

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

    Namespace: Fwt.HexTerrains.ChunkMehes.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    public interface IChunkMeshLayerConfig

    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
    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
    int AutoPaintBiomesOffset { get; set; }
    Property Value
    Type Description
    int

    BiomeMapArgs

    Settings for biome map (cell colors) initialization.

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

    ChunkMeshLayerSettings

    The ChunkMeshLayer-specific settings, such as Height color map transparency treshold, and overlapping layer

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

    HeightMapArgs

    Settings for heightmap initialization.

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

    TransparencyMapArgs

    Settings for transparency map initialization.

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

    Extension Methods

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