Hex Terrains Framework
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    Class FlowMapDataLayer

    Inheritance
    object
    DataLayer
    ChunkedDataLayer
    NativeListChunkedDataLayer<FixedArray8<float>>
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>
    CellValueDataLayer<FixedArray8<float>>
    FlowMapDataLayer
    Implements
    IDisposable
    ICommitChanges
    IListDataLayer<FixedArray8<float>>
    Inherited Members
    CellValueDataLayer<FixedArray8<float>>.IsDisposableItems
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>._settings
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.Settings
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.CellsGridSize
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.ChunkGridSize
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.ChunkSize
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.IsConnectedHorizontally
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.IsConnectedVertically
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.ScheduleMarkDirtyChunksDirtyJob(JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>._data
    NativeListChunkedDataLayer<FixedArray8<float>>.Data
    NativeListChunkedDataLayer<FixedArray8<float>>.DefaultValue
    NativeListChunkedDataLayer<FixedArray8<float>>.Length
    NativeListChunkedDataLayer<FixedArray8<float>>.GetData(int)
    NativeListChunkedDataLayer<FixedArray8<float>>.SetData(int, FixedArray8<float>)
    NativeListChunkedDataLayer<FixedArray8<float>>.SetData(FixedArray8<float>[])
    NativeListChunkedDataLayer<FixedArray8<float>>.FillData(FixedArray8<float>)
    NativeListChunkedDataLayer<FixedArray8<float>>.FillData(FixedArray8<float>, FillNativeArrayJob<FixedArray8<float>>)
    NativeListChunkedDataLayer<FixedArray8<float>>.FillDataAsync(FixedArray8<float>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.FillDataAsync(FixedArray8<float>, FillNativeArrayJob<FixedArray8<float>>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.TryGetData(int, out FixedArray8<float>)
    NativeListChunkedDataLayer<FixedArray8<float>>.TrySetData(int, FixedArray8<float>)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFrom(in NativeListDataLayer<FixedArray8<float>>)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFrom(in NativeArrayDataLayer<FixedArray8<float>>)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFrom(in NativeListChunkedDataLayer<FixedArray8<float>>)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFrom(in NativeArrayChunkedDataLayer<FixedArray8<float>>)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFrom(in NativeArray<FixedArray8<float>>)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFromAsync(in NativeListDataLayer<FixedArray8<float>>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFromAsync(in NativeArrayDataLayer<FixedArray8<float>>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFromAsync(in NativeListChunkedDataLayer<FixedArray8<float>>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFromAsync(in NativeArrayChunkedDataLayer<FixedArray8<float>>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.CopyFromAsync(in NativeArray<FixedArray8<float>>, JobHandle)
    NativeListChunkedDataLayer<FixedArray8<float>>.Serialize(BinaryWriter)
    NativeListChunkedDataLayer<FixedArray8<float>>.Deserialize(BinaryReader)
    NativeListChunkedDataLayer<FixedArray8<float>>.DisposeAllItems()
    NativeListChunkedDataLayer<FixedArray8<float>>.DisposeExcessItems(int)
    NativeListChunkedDataLayer<FixedArray8<float>>.DisposeDataItem(FixedArray8<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(bool)
    ChunkedDataLayer.SetAllChunksDirtyAsync(bool, JobHandle)
    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.Packages.com.freewebtime.hexterrains.Runtime.GeoPlasts.DataLayers
    Assembly: fwt.hexterrains.dll
    Syntax
    public class FlowMapDataLayer : CellValueDataLayer<FixedArray8<float>>, IDisposable, ICommitChanges, IListDataLayer<FixedArray8<float>>

    Fields

    TotalFlowMap

    Declaration
    public ColorMapCellValueDataLayer_Float TotalFlowMap
    Field Value
    Type Description
    ColorMapCellValueDataLayer_Float

    Methods

    Cleanup()

    Declaration
    public override void Cleanup()
    Overrides
    CellValueDataLayer<FixedArray8<float>>.Cleanup()

    CleanupAsync(JobHandle)

    Declaration
    public override JobHandle CleanupAsync(JobHandle dependency)
    Parameters
    Type Name Description
    JobHandle dependency
    Returns
    Type Description
    JobHandle
    Overrides
    CellValueDataLayer<FixedArray8<float>>.CleanupAsync(JobHandle)

    Dispose()

    Disposes the data layer, calls DisposeAllItems() DisposeAllItems()

    Declaration
    public override void Dispose()
    Overrides
    NativeListChunkedDataLayer<FixedArray8<float>>.Dispose()

    Init(int)

    Initializes/Reinitializes the data layer with the specified size.

    Declaration
    public override void Init(int layerSize)
    Parameters
    Type Name Description
    int layerSize

    amount of cells in the data layer

    Overrides
    NativeListChunkedDataLayer<FixedArray8<float>>.Init(int)

    Init(int, HexTerrainSettings)

    Declaration
    public override void Init(int layerSize, HexTerrainSettings settings)
    Parameters
    Type Name Description
    int layerSize
    HexTerrainSettings settings
    Overrides
    HexTerrainNativeListChunkedDataLayer<FixedArray8<float>>.Init(int, HexTerrainSettings)

    Implements

    IDisposable
    ICommitChanges
    IListDataLayer<TItem>

    Extension Methods

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