Hex Terrains Framework
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    Class WaterChunkMeshLayer

    HexSurfaceLayer that has a special color map (cells under the ground are transparent).

    Inheritance
    object
    HexTerrainLayer
    ChunkMeshLayer
    VisualChunkMeshLayer
    WaterChunkMeshLayer
    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.Init<TInitArgs>(HexTerrainSettings, TInitArgs)
    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 WaterChunkMeshLayer : VisualChunkMeshLayer, IDisposable, ISerializableTerrainLayer

    Methods

    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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