Hex Terrains Framework
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    Class RainChunkMeshLayer

    Represents a mesh layer responsible for generating rain effects on a visual chunk within the terrain rendering system.

    Inheritance
    object
    HexTerrainLayer
    ChunkMeshLayer
    VisualChunkMeshLayer
    RainChunkMeshLayer
    Implements
    IDisposable
    ISerializableTerrainLayer
    Inherited Members
    VisualChunkMeshLayer.IsVisible
    VisualChunkMeshLayer.IsGenerateMeshesWithMeshData
    VisualChunkMeshLayer.OffsetTransform
    VisualChunkMeshLayer.RenderSettings
    VisualChunkMeshLayer.ChunkMeshSources
    VisualChunkMeshLayer.ChunkMeshes
    VisualChunkMeshLayer.RenderConfigs
    VisualChunkMeshLayer.DefaultRenderConfig
    VisualChunkMeshLayer.BiomeUvConfigs
    VisualChunkMeshLayer.MeshDatas
    VisualChunkMeshLayer.Init(HexTerrainSettings)
    VisualChunkMeshLayer.FillBiomeUVConfigs(IEnumerable<ChunkMeshBiomeUVConfig>)
    VisualChunkMeshLayer.CalcDirtyMeshSources(JobHandle)
    VisualChunkMeshLayer.CalcMeshSources(ChunksGridLayer, bool, JobHandle)
    VisualChunkMeshLayer.CreateChunkMeshes(bool)
    VisualChunkMeshLayer.CreateChunkMeshes_MeshData(bool)
    VisualChunkMeshLayer.CreateChunkMeshes_Classic(bool)
    VisualChunkMeshLayer.CompleteFillingMeshes(bool)
    VisualChunkMeshLayer.CreateChunkMeshesOld(bool)
    VisualChunkMeshLayer.GetChunkMesh(int)
    VisualChunkMeshLayer.GetLayerVisibility()
    VisualChunkMeshLayer.SetLayerVisibility(bool)
    VisualChunkMeshLayer.ToggleLayerVisibility()
    VisualChunkMeshLayer.SetChunkMesh(int, Mesh)
    VisualChunkMeshLayer.Render(ChunksGridLayer, HexTerrainViewMode, LocalToWorld, Camera)
    VisualChunkMeshLayer.RenderOld(ChunksGridLayer, HexTerrainViewMode, LocalToWorld, Camera)
    VisualChunkMeshLayer.HasIncorrectValues(Bounds)
    VisualChunkMeshLayer.IsIncorrectValue(float)
    VisualChunkMeshLayer.GetRenderConfigAsset(int)
    VisualChunkMeshLayer.GenerateAllMeshes(ChunksGridLayer)
    VisualChunkMeshLayer.ExportMeshesToAssets(ChunksGridLayer, string, string)
    VisualChunkMeshLayer.ExportMeshes(List<Mesh>)
    VisualChunkMeshLayer.SetAllDirty(bool)
    VisualChunkMeshLayer.CompleteAllJobs()
    VisualChunkMeshLayer.Cleanup()
    VisualChunkMeshLayer.CleanupAsync(JobHandle)
    VisualChunkMeshLayer.Dispose()
    ChunkMeshLayer.ChunkMeshLayerSettings
    ChunkMeshLayer.TerrainMetrics
    ChunkMeshLayer.HeightMap
    ChunkMeshLayer.BiomeMap
    ChunkMeshLayer.CellMetricsMap
    ChunkMeshLayer.TransparencyMap
    ChunkMeshLayer.SyncHeightMapLayerReference
    ChunkMeshLayer.SyncBiomeMapLayerReference
    ChunkMeshLayer.SyncTransparencyMapLayerReference
    ChunkMeshLayer.FillBiomeByHeight(NativeList<int>, NativeList<float>, IList<float>, int)
    ChunkMeshLayer.GetAutoBiomeHeightLevel(float, IList<float>)
    ChunkMeshLayer.SyncData(JobHandle)
    ChunkMeshLayer.SyncHeightMap(JobHandle)
    ChunkMeshLayer.SyncBiomeMap(JobHandle)
    ChunkMeshLayer.SyncTransparencyMap(JobHandle)
    ChunkMeshLayer.CalcCellMetrics(JobHandle)
    ChunkMeshLayer.CalculateColorMap(JobHandle)
    ChunkMeshLayer.CalculateHeightColorMap(JobHandle)
    ChunkMeshLayer.CalculateBiomeColorMap(JobHandle)
    ChunkMeshLayer.CalculateOverlapBiomeColorMap(ChunkMeshLayer, JobHandle)
    ChunkMeshLayer.CalculateDefaultBiomeColorMap(JobHandle)
    ChunkMeshLayer.SerializeLayer(BinaryWriter)
    ChunkMeshLayer.DeserializeLayer(BinaryReader, HexTerrainSettings)
    HexTerrainLayer.Name
    HexTerrainLayer.Settings
    HexTerrainLayer.ParentLayer
    HexTerrainLayer.Resize(int2)
    HexTerrainLayer.InitColoredDataLayer<TValue>(ColorMapCellValueDataLayer<TValue>, IInitColorMapCellValueDataLayerArgs<TValue>)
    HexTerrainLayer.InitDataLayer<TValue>(CellValueDataLayer<TValue>, IInitCellValueDataLayerArgs<TValue>)
    HexTerrainLayer.GetTerrainLayerFromParent<TLayer>(int)
    HexTerrainLayer.GetTerrainLayerFromParent<TLayer>(string)
    HexTerrainLayer.GetTerrainLayerFromParent<TLayer>(int, string)
    HexTerrainLayer.GetTerrainLayerFromParent<TLayer>(HexTerrainLayerReference)
    HexTerrainLayer.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Fwt.HexTerrains.ChunkMehes.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    public class RainChunkMeshLayer : VisualChunkMeshLayer, IDisposable, ISerializableTerrainLayer
    Remarks

    This class customizes mesh generation to add rain-specific geometry and visual effects to terrain chunks. It is typically used in conjunction with other mesh layers to compose the final rendered appearance of a terrain chunk. The rain height and rendering settings can be adjusted to control the appearance of the rain effect.

    Fields

    RainRenderSettings

    Declaration
    public RainRenderSettings RainRenderSettings
    Field Value
    Type Description
    RainRenderSettings

    Methods

    Init<TInitArgs>(HexTerrainSettings, TInitArgs)

    Initializes the mesh layer with the specified terrain settings and mesh layer configuration.

    Declaration
    public override void Init<TInitArgs>(HexTerrainSettings settings, TInitArgs initArgs)
    Parameters
    Type Name Description
    HexTerrainSettings settings

    The terrain settings to use for initialization. Provides configuration values such as grid size, elevation, and other terrain-related parameters.

    TInitArgs initArgs
    Type Parameters
    Name Description
    TInitArgs
    Overrides
    VisualChunkMeshLayer.Init<TInitArgs>(HexTerrainSettings, TInitArgs)
    Remarks

    If args is a IVisualChunkMeshLayerConfig, this method copies its render settings, visibility, render configurations, and biome UV configurations to the mesh layer. Existing render configurations are cleared and replaced. The method also ensures that biome UV configuration storage is properly initialized and holds the new values from the provided args.

    ScheduleGenerateMeshJob(ChunkMetricsDataLayer, ChunkMeshSourcesDataLayer, CellMetricsDataLayer, int, JobHandle)

    Schedules a job to generate a mesh for the chunk with a given index. If you want to introduce your own mesh generator, override this method and schedule your own job.

    Declaration
    public override JobHandle ScheduleGenerateMeshJob(ChunkMetricsDataLayer chunkMetrics, ChunkMeshSourcesDataLayer chunkMeshSources, CellMetricsDataLayer cellMetrics, int chunkIndex, JobHandle dependency)
    Parameters
    Type Name Description
    ChunkMetricsDataLayer chunkMetrics

    Metrix of all terrain chunks

    ChunkMeshSourcesDataLayer chunkMeshSources

    MeshSources to save generated mesh data into

    CellMetricsDataLayer cellMetrics

    Metrics of all cells

    int chunkIndex

    Index of chunk to schedule a mesh generation for

    JobHandle dependency

    JobHandle to use as parameter when scheduling job

    Returns
    Type Description
    JobHandle
    Overrides
    VisualChunkMeshLayer.ScheduleGenerateMeshJob(ChunkMetricsDataLayer, ChunkMeshSourcesDataLayer, CellMetricsDataLayer, int, JobHandle)

    Implements

    IDisposable
    ISerializableTerrainLayer

    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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