Hex Terrains Framework
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    Class ColorMapCellValueDataLayer_Float

    Data layer for storing a float value per cell and color per cell. Provides a job to calculate the color map based on the cell value. Override CalculateColorMap method to implement the color map calculation logic.

    Inheritance
    object
    DataLayer
    ChunkedDataLayer
    NativeListChunkedDataLayer<float>
    HexTerrainNativeListChunkedDataLayer<float>
    CellValueDataLayer<float>
    ColorMapCellValueDataLayer<float>
    AutoColorMapCellValueDataLayer<float>
    ColorMapCellValueDataLayer_Float
    Implements
    IDisposable
    ICommitChanges
    IListDataLayer<float>
    ICalculateColorMapJobProvider
    Inherited Members
    AutoColorMapCellValueDataLayer<float>.MinValue
    AutoColorMapCellValueDataLayer<float>.MaxValue
    AutoColorMapCellValueDataLayer<float>.AutoColorMapMode
    AutoColorMapCellValueDataLayer<float>.CalculateColorMap(JobHandle)
    AutoColorMapCellValueDataLayer<float>.Init(int, float, float, HexTerrainSettings, NativeArray<Color32>)
    ColorMapCellValueDataLayer<float>.IsColorMapEnabled
    ColorMapCellValueDataLayer<float>.IsDisposableItems
    ColorMapCellValueDataLayer<float>.ColorMap
    ColorMapCellValueDataLayer<float>.DefaultColor
    ColorMapCellValueDataLayer<float>.Init(int, HexTerrainSettings, NativeArray<Color32>)
    ColorMapCellValueDataLayer<float>.Init(int, HexTerrainSettings)
    ColorMapCellValueDataLayer<float>.Init(int)
    ColorMapCellValueDataLayer<float>.InitColorPalette(NativeArray<Color32>)
    ColorMapCellValueDataLayer<float>.InitColorPalette(IList<Color32>)
    ColorMapCellValueDataLayer<float>.SetAllChunksDirty(bool)
    ColorMapCellValueDataLayer<float>.SetAllChunksDirtyAsync(bool, JobHandle)
    ColorMapCellValueDataLayer<float>.Cleanup()
    ColorMapCellValueDataLayer<float>.CleanupAsync(JobHandle)
    ColorMapCellValueDataLayer<float>.Dispose()
    HexTerrainNativeListChunkedDataLayer<float>._settings
    HexTerrainNativeListChunkedDataLayer<float>.Settings
    HexTerrainNativeListChunkedDataLayer<float>.CellsGridSize
    HexTerrainNativeListChunkedDataLayer<float>.ChunkGridSize
    HexTerrainNativeListChunkedDataLayer<float>.ChunkSize
    HexTerrainNativeListChunkedDataLayer<float>.IsConnectedHorizontally
    HexTerrainNativeListChunkedDataLayer<float>.IsConnectedVertically
    HexTerrainNativeListChunkedDataLayer<float>.ScheduleMarkDirtyChunksDirtyJob(JobHandle)
    NativeListChunkedDataLayer<float>._data
    NativeListChunkedDataLayer<float>.Data
    NativeListChunkedDataLayer<float>.DefaultValue
    NativeListChunkedDataLayer<float>.Length
    NativeListChunkedDataLayer<float>.GetData(int)
    NativeListChunkedDataLayer<float>.SetData(int, float)
    NativeListChunkedDataLayer<float>.SetData(float[])
    NativeListChunkedDataLayer<float>.FillData(float)
    NativeListChunkedDataLayer<float>.FillData(float, FillNativeArrayJob<float>)
    NativeListChunkedDataLayer<float>.FillDataAsync(float, JobHandle)
    NativeListChunkedDataLayer<float>.FillDataAsync(float, FillNativeArrayJob<float>, JobHandle)
    NativeListChunkedDataLayer<float>.TryGetData(int, out float)
    NativeListChunkedDataLayer<float>.TrySetData(int, float)
    NativeListChunkedDataLayer<float>.CopyFrom(in NativeListDataLayer<float>)
    NativeListChunkedDataLayer<float>.CopyFrom(in NativeArrayDataLayer<float>)
    NativeListChunkedDataLayer<float>.CopyFrom(in NativeListChunkedDataLayer<float>)
    NativeListChunkedDataLayer<float>.CopyFrom(in NativeArrayChunkedDataLayer<float>)
    NativeListChunkedDataLayer<float>.CopyFrom(in NativeArray<float>)
    NativeListChunkedDataLayer<float>.CopyFromAsync(in NativeListDataLayer<float>, JobHandle)
    NativeListChunkedDataLayer<float>.CopyFromAsync(in NativeArrayDataLayer<float>, JobHandle)
    NativeListChunkedDataLayer<float>.CopyFromAsync(in NativeListChunkedDataLayer<float>, JobHandle)
    NativeListChunkedDataLayer<float>.CopyFromAsync(in NativeArrayChunkedDataLayer<float>, JobHandle)
    NativeListChunkedDataLayer<float>.CopyFromAsync(in NativeArray<float>, JobHandle)
    NativeListChunkedDataLayer<float>.Serialize(BinaryWriter)
    NativeListChunkedDataLayer<float>.Deserialize(BinaryReader)
    NativeListChunkedDataLayer<float>.DisposeAllItems()
    NativeListChunkedDataLayer<float>.DisposeExcessItems(int)
    NativeListChunkedDataLayer<float>.DisposeDataItem(float)
    ChunkedDataLayer.IsSyncDirtyChunksHashSet
    ChunkedDataLayer.ChunksCount
    ChunkedDataLayer.LayerSize
    ChunkedDataLayer.ChunkDirtyGrid
    ChunkedDataLayer.DirtyChunks
    ChunkedDataLayer.SetCellDirty(int)
    ChunkedDataLayer.SetCellDirty(int, bool)
    ChunkedDataLayer.GetIsChunkDirty(int)
    ChunkedDataLayer.SetChunkDirty(int, bool)
    ChunkedDataLayer.SetAllChunksDirty()
    ChunkedDataLayer.ClearAllChunksDirty()
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, ChunkedDataLayer, ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.MergeChunkDirtyGrids(ChunkedDataLayer, ChunkedDataLayer, ChunkedDataLayer, ChunkedDataLayer, JobHandle)
    ChunkedDataLayer.GetChunkIndexByCellIndex(int)
    ChunkedDataLayer.GetChunkCoord(int2)
    ChunkedDataLayer.GetChunkCoord(int)
    ChunkedDataLayer.GetChunkIndex(int2)
    ChunkedDataLayer.GetCellCoord(int)
    ChunkedDataLayer.GetCellIndex(int2)
    ChunkedDataLayer.ResolveCellCoord(int2)
    ChunkedDataLayer.ResolveChunkCoord(int2)
    DataLayer._readJobsDependency
    DataLayer.ReadDependency
    DataLayer._writeJobsDependency
    DataLayer.WriteDependency
    DataLayer.CombinedDependency
    DataLayer._isDirty
    DataLayer.IsDirty
    DataLayer._version
    DataLayer.Version
    DataLayer.AddReadDependency(JobHandle)
    DataLayer.AddWriteDependency(JobHandle)
    DataLayer.SetReadDependency(JobHandle)
    DataLayer.SetWriteDependency(JobHandle)
    DataLayer.PrepareToWrite()
    DataLayer.PrepareToRead()
    DataLayer.OpenToRead()
    DataLayer.OpenToWrite()
    DataLayer.CompleteReadJobs()
    DataLayer.CompleteWriteJobs()
    DataLayer.CompleteAllJobs()
    DataLayer.CommitChanges()
    DataLayer.SetDirty(bool)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Fwt.HexTerrains.DataLayers
    Assembly: fwt.hexterrains.dll
    Syntax
    public class ColorMapCellValueDataLayer_Float : AutoColorMapCellValueDataLayer<float>, IDisposable, ICommitChanges, IListDataLayer<float>, ICalculateColorMapJobProvider

    Methods

    CalculateColorMap_ColorIndexByValue(JobHandle)

    Schedules a job that calculates colors for each cell based on the cell values. Color map is calculated by taking from color palette a color with index == cell value.

    Declaration
    public override JobHandle CalculateColorMap_ColorIndexByValue(JobHandle dependency)
    Parameters
    Type Name Description
    JobHandle dependency

    job handle that is used as dependency to the scheduled job

    Returns
    Type Description
    JobHandle

    new job handle that handles a scheduled job

    Overrides
    AutoColorMapCellValueDataLayer<float>.CalculateColorMap_ColorIndexByValue(JobHandle)

    CalculateColorMap_Custom(JobHandle)

    Schedules a job that calculates colors for each cell based on the cell values. Color map is calculated by using a custom logic defined in the derived class.

    Declaration
    public override JobHandle CalculateColorMap_Custom(JobHandle dependency)
    Parameters
    Type Name Description
    JobHandle dependency

    job handle that is used as dependency to the scheduled job

    Returns
    Type Description
    JobHandle

    new job handle that handles a scheduled job

    Overrides
    AutoColorMapCellValueDataLayer<float>.CalculateColorMap_Custom(JobHandle)

    CalculateColorMap_GradientThroughPalette(JobHandle)

    Schedules a job that calculates colors for each cell based on the cell values. Color map is calculated by using a gradient through the color palette. The progress trhough gradient (palette) is calculated based on the cell value. The cell value is normalized to the range [0, 1] based on the MinValue and MaxValue.

    Declaration
    public override JobHandle CalculateColorMap_GradientThroughPalette(JobHandle dependency)
    Parameters
    Type Name Description
    JobHandle dependency

    job handle that is used as dependency to the scheduled job

    Returns
    Type Description
    JobHandle

    new job handle that handles a scheduled job

    Overrides
    AutoColorMapCellValueDataLayer<float>.CalculateColorMap_GradientThroughPalette(JobHandle)

    Implements

    IDisposable
    ICommitChanges
    IListDataLayer<TItem>
    ICalculateColorMapJobProvider

    Extension Methods

    HexTerrainLayerExtensions.ApplyHeightmap(CellValueDataLayer<float>, Texture2D, float, float)
    HexTerrainLayerExtensions.ApplyHeightmap<TValue>(CellValueDataLayer<TValue>, Texture2D, float, float)
    HexTerrainLayerExtensions.FillWithRandomValues(CellValueDataLayer<float>, float, float)
    HexTerrainLayerExtensions.FillWithRandomValues<TValue>(CellValueDataLayer<TValue>, TValue, TValue)
    HexTerrainLayerExtensions.InitDataLayer<TValue>(CellValueDataLayer<TValue>, IInitCellValueDataLayerArgs<TValue>)
    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    HexTerrainLayerExtensions.InitColorMapDataLayer<TValue>(ColorMapCellValueDataLayer<TValue>, IInitColorMapCellValueDataLayerArgs<TValue>)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
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