Class CellMineralsLayerConfigAsset
Inheritance
Inherited Members
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. |