Hex Terrains Framework
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    Class CellMineralsLayer

    Terrain layer that holds the mineral data for each cell in the hex terrain. It contains two maps: one for the mineral indices and another for the mineral amounts. The mineral index map uses an unsigned integer to represent the type of mineral present in each cell, while the mineral amount map uses a float to represent the quantity of minerals present in each cell.

    Inheritance
    object
    HexTerrainLayer
    CellMineralsLayer
    Implements
    IDisposable
    Inherited Members
    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.CompleteAllJobs()
    HexTerrainLayer.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Fwt.HexTerrains.Minerals.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    public class CellMineralsLayer : HexTerrainLayer, IDisposable

    Fields

    AmountMap

    Map of mineral amounts, where the value of each cell is a float representing the amount of minerals present in that cell.

    Declaration
    public CellValueDataLayer<float> AmountMap
    Field Value
    Type Description
    CellValueDataLayer<float>

    MaxMineralAmount

    List of max values per each type of mineral in cell. Technically this does not restrict the actual amount of minerals in a cell, but it can be used for visualization purposes (e.g. to calculate the transparency of the mineral color in the color map, where MinMineralsAmount means fully transparent and MaxMineralsAmount means fully opaque). Index = mineral id, value = max amount for that mineral in a cell.

    Declaration
    public NativeListDataLayer<float> MaxMineralAmount
    Field Value
    Type Description
    NativeListDataLayer<float>

    MinMineralAmount

    List of min values per each type of mineral in cell. Technically this does not restrict the actual amount of minerals in a cell, but it can be used for visualization purposes (e.g. to calculate the transparency of the mineral color in the color map, where MinMineralsAmount means fully transparent and MaxMineralsAmount means fully opaque). Index = mineral id, value = max amount for that mineral in a cell.

    Declaration
    public NativeListDataLayer<float> MinMineralAmount
    Field Value
    Type Description
    NativeListDataLayer<float>

    MineralIndexMap

    Map of mineral indices, where the value of each cell is an index representing the type of mineral present in that cell.

    Declaration
    public ColorMapCellValueDataLayer_UInt MineralIndexMap
    Field Value
    Type Description
    ColorMapCellValueDataLayer_UInt

    Methods

    CalculateColorMap(JobHandle)

    Schedules the calculation of the color map, ensuring it is executed after the specified job dependency completes.

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

    A job handle representing the dependency that must be completed before the color map calculation begins.

    Returns
    Type Description
    JobHandle

    A job handle that can be used to track the completion of the color map calculation job.

    Overrides
    HexTerrainLayer.CalculateColorMap(JobHandle)

    CalculateMineralsColorMap(JobHandle)

    Calculates the color map for the minerals layer (minerals color with transparency related to mineral amount), which can be used for visualization purposes.

    Declaration
    protected virtual JobHandle CalculateMineralsColorMap(JobHandle dependency)
    Parameters
    Type Name Description
    JobHandle dependency
    Returns
    Type Description
    JobHandle
    Exceptions
    Type Condition
    NotImplementedException

    Cleanup()

    Every frame there is a cleanup stage. This function is called. Usually used to clean the dirty flags.

    Declaration
    public override void Cleanup()
    Overrides
    HexTerrainLayer.Cleanup()

    CleanupAsync(JobHandle)

    Async version of Cleanup() Cleanup() Difference between regular Cleanup() is that it schedules jobs that clean up data layers, so you don't have to wait for the results and can continue working. Every frame there is a cleanup stage. This function is called. Usually used to clean the dirty flags.

    Declaration
    public override JobHandle CleanupAsync(JobHandle dependency)
    Parameters
    Type Name Description
    JobHandle dependency
    Returns
    Type Description
    JobHandle
    Overrides
    HexTerrainLayer.CleanupAsync(JobHandle)

    Dispose()

    Disposes all allocated native memory.

    Declaration
    public override void Dispose()
    Overrides
    HexTerrainLayer.Dispose()

    GetMineralIndex(int)

    Returns the index of the mineral in the specified cell, or null if there is no mineral index map or if the cell index is out of range.

    Declaration
    public uint? GetMineralIndex(int cellIndex)
    Parameters
    Type Name Description
    int cellIndex

    cell index to get a value from

    Returns
    Type Description
    uint?

    the mineral index from the specified cell or null if there is no such cell

    GetMineralsAmount(int)

    Returns the amount of minerals in the specified cell, or null if there is no minerals amount map or if the cell index is out of range.

    Declaration
    public float? GetMineralsAmount(int cellIndex)
    Parameters
    Type Name Description
    int cellIndex

    cell index to get a value from

    Returns
    Type Description
    float?

    the minerals amount in the specified cell or null if there is no such cell

    Init(HexTerrainSettings)

    Initializes/Reinitializes the area data.

    Declaration
    public override void Init(HexTerrainSettings settings)
    Parameters
    Type Name Description
    HexTerrainSettings settings

    new terrain settings

    Overrides
    HexTerrainLayer.Init(HexTerrainSettings)

    Init<TInitArgs>(HexTerrainSettings, TInitArgs)

    Initializes the terrain system using the specified settings and initialization arguments.

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

    The configuration settings to apply when initializing the terrain system. Cannot be null.

    TInitArgs initArgs

    Additional arguments required for initialization. The expected type and usage depend on the implementation.

    Type Parameters
    Name Description
    TInitArgs

    The type of the initialization arguments to be used during terrain system setup.

    Overrides
    HexTerrainLayer.Init<TInitArgs>(HexTerrainSettings, TInitArgs)

    SetAllDirty(bool)

    Sets all data layers dirty value. If isDirty is true, all data layers will be marked as dirty and will be recalculated on the next frame. If isDirty is false, all data layers will be marked as clean and will not be recalculated on the next frame.

    Declaration
    public override void SetAllDirty(bool isDirty)
    Parameters
    Type Name Description
    bool isDirty
    Overrides
    HexTerrainLayer.SetAllDirty(bool)

    SetMineralIndex(int, uint)

    Sets the mineral index for the specified cell in the mineral index map.

    Declaration
    public bool SetMineralIndex(int cellIndex, uint mineralIndex)
    Parameters
    Type Name Description
    int cellIndex

    The zero-based index of the cell whose mineral index is to be set. Must be within the bounds of the mineral index map.

    uint mineralIndex

    The mineral index value to assign to the specified cell. This value should correspond to a valid mineral type.

    Returns
    Type Description
    bool

    true if the mineral index was successfully set; otherwise, false if the mineral index map is not initialized.

    Remarks

    This method does not modify the mineral index map if it has not been initialized.

    SetMineralsAmount(int, float)

    Sets the amount of minerals for the specified cell index.

    Declaration
    public bool SetMineralsAmount(int cellIndex, float mineralsAmount)
    Parameters
    Type Name Description
    int cellIndex

    The zero-based index of the cell whose minerals amount is to be set. Must be within the valid range of the minerals amount map.

    float mineralsAmount

    The amount of minerals to assign to the specified cell. This value must be non-negative.

    Returns
    Type Description
    bool

    true if the minerals amount was successfully set; otherwise, false if the minerals amount map is not initialized.

    Implements

    IDisposable

    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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