Hex Terrains Framework
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    Class CellMineralsLayerConfigAsset

    Inheritance
    object
    Object
    ScriptableObject
    HexTerrainLayerConfigAsset<CellMineralsLayer>
    CellMineralsLayerConfigAsset
    Implements
    ITerrainLayerFactory
    ICellMineralsLayerConfig
    Inherited Members
    HexTerrainLayerConfigAsset<CellMineralsLayer>.CreateTerrainLayer<TTargetLayer>()
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    Namespace: Fwt.HexTerrains.Minerals.Data
    Assembly: fwt.hexterrains.dll
    Syntax
    [CreateAssetMenu(fileName = "CellMineralsLayerConfig", menuName = "Fwt/HexTerrains/CellMinerals/Cell Minerals Layer Config")]
    public class CellMineralsLayerConfigAsset : HexTerrainLayerConfigAsset<CellMineralsLayer>, ITerrainLayerFactory, ICellMineralsLayerConfig

    Fields

    _maxMineralsAmount

    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
    [SerializeField]
    [Tooltip("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 0 means fully transparent and max means fully opaque). Index = mineral id, value = max amount for that mineral in a cell.")]
    protected List<float> _maxMineralsAmount
    Field Value
    Type Description
    List<float>

    _minMineralsAmount

    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
    [SerializeField]
    [Tooltip("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 0 means fully transparent and max means fully opaque). Index = mineral id, value = max amount for that mineral in a cell.")]
    protected List<float> _minMineralsAmount
    Field Value
    Type Description
    List<float>

    _mineralIndexMap

    Init args for a MineralIndexMap, where the value of each cell is an index representing the type of mineral present in that cell.

    Declaration
    [SerializeField]
    [Tooltip("Init args for a CellMineralsLayer.MineralIndexMap, where the value of each cell is an index representing the type of mineral present in that cell.")]
    protected InitColorMapCellValueDataLayerArgs<uint> _mineralIndexMap
    Field Value
    Type Description
    InitColorMapCellValueDataLayerArgs<uint>

    _mineralsAmountMap

    Init args for a AmountMap, where the value of each cell is a float representing the amount of minerals present in that cell.

    Declaration
    [SerializeField]
    [Tooltip("Init args for a CellMineralsLayer.MineralsAmountMap, where the value of each cell is a float representing the amount of minerals present in that cell.")]
    protected InitCellValueDataLayerArgs<float> _mineralsAmountMap
    Field Value
    Type Description
    InitCellValueDataLayerArgs<float>

    Properties

    MaxMineralsAmount

    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 IList<float> MaxMineralsAmount { get; set; }
    Property Value
    Type Description
    IList<float>

    MinMineralsAmount

    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 IList<float> MinMineralsAmount { get; set; }
    Property Value
    Type Description
    IList<float>

    MineralIndexMap

    Init args for a MineralIndexMap, where the value of each cell is an index representing the type of mineral present in that cell.

    Declaration
    public IInitColorMapCellValueDataLayerArgs<uint> MineralIndexMap { get; set; }
    Property Value
    Type Description
    IInitColorMapCellValueDataLayerArgs<uint>

    MineralsAmountMap

    Init args for a AmountMap, where the value of each cell is a float representing the amount of minerals present in that cell.

    Declaration
    public IInitCellValueDataLayerArgs<float> MineralsAmountMap { get; set; }
    Property Value
    Type Description
    IInitCellValueDataLayerArgs<float>

    Methods

    CreateTerrainLayer()

    Creates a new instance of a terrain layer for hex-based maps.

    Declaration
    public override HexTerrainLayer CreateTerrainLayer()
    Returns
    Type Description
    HexTerrainLayer

    A HexTerrainLayer representing the newly created terrain layer.

    Overrides
    HexTerrainLayerConfigAsset<CellMineralsLayer>.CreateTerrainLayer()

    Implements

    ITerrainLayerFactory
    ICellMineralsLayerConfig

    Extension Methods

    Extensions_UnityObject.SmartDestroy<TObject>(TObject)
    Extensions_UnityObject.SmartDisableGameObject<TObject>(TObject)
    Extensions_UnityObject.SmartEnableGameObject<TObject>(TObject)
    HashExtensions.GetHashCode_RefType<TValue>(TValue, int)
    Extensions_UnityObject.SmartDestroy(object)
    Extensions_UnityObject.SmartGetComponent<TComponent>(object)
    Extensions_UnityObject.SmartGetGameGameObject(object)
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