Class RainChunkMeshLayerConfigAsset
Defines a configuration asset for specifying rain effect parameters in a chunk mesh layer within a hex terrain system.
Inheritance
Object
ScriptableObject
RainChunkMeshLayerConfigAsset
Implements
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
Namespace: Fwt.HexTerrains.ChunkMehes.Data
Assembly: fwt.hexterrains.dll
Syntax
[CreateAssetMenu(fileName = "RainChunkMeshLayerConfigAsset", menuName = "Fwt/HexTerrains/ChunkMeshes/Rain ChunkMesh Layer Args")]
public class RainChunkMeshLayerConfigAsset : VisualChunkMeshLayerConfigAsset, ITerrainLayerFactory, IVisualChunkMeshLayerConfig, IChunkMeshLayerConfig, IRainChunkMeshLayerConfig
Remarks
This asset can be created and edited in the Unity Editor to control how rain effects are generated for terrain chunks. It is typically referenced by systems that construct or render rain-enabled mesh layers in procedural hex-based terrains.
Fields
_rainRenderSettings
Declaration
[SerializeField]
[Tooltip("Settings that control the rendering of rain effects, such as intensity and appearance.")]
protected RainRenderSettings _rainRenderSettings
Field Value
| Type | Description |
|---|---|
| RainRenderSettings |
Properties
RainRenderSettings
Gets or sets the settings used to control the rendering of rain effects.
Declaration
[Tooltip("Settings that control the rendering of rain effects, such as intensity and appearance.")]
public RainRenderSettings RainRenderSettings { get; set; }
Property Value
| Type | Description |
|---|---|
| RainRenderSettings |
Remarks
Use this property to configure visual parameters for rain, such as intensity, appearance, and behavior. Changes to these settings may affect performance depending on the complexity of the rain effects applied.
Methods
CreateTerrainLayer()
Creates a terrain layer using the specified initialization arguments.
Declaration
public override HexTerrainLayer CreateTerrainLayer()
Returns
| Type | Description |
|---|---|
| HexTerrainLayer | created terrain layer |