Hex Terrains Framework
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    Namespace Fwt.HexTerrains

    Classes

    AttachMainCameraAuthoring

    Adds the AttachMainCameraRequest component to the entity, which will be used by a system to attach the main camera to the terrain.

    AttachMainCameraBaker

    AttachMinimapScreenAuthoring

    AttachMinimapScreenBaker

    EnvironmentAPI

    Provides an API for managing environment entities, terrain operations, and UI integration within the application. Exposes methods for creating, modifying, and querying terrain entities, as well as interacting with UI screens related to the environment.

    HexTerrainAPI

    Example implementation of the IHexTerrainAPI interface. Used to be injected into places without access to the EntityManager. Abstracts user code from the TerrainData storage (usually the Entity World). Provides an API for working with a terrain. Usually uses in a UserTools (brushes, etc.).

    HexTerrainAuthoring

    Authoring component for the HexTerrain. This component is used to create a HexTerrain entity in the ECS world.

    HexTerrainBaker

    Baker for the HexTerrainAuthoring component. This class is used to convert the authoring component into an entity with the appropriate components.

    HexTerrainLayerExtensions

    HexTerrainSerializer

    HexTerrainSerializer is a static class that provides methods to serialize and deserialize HexTerrain data entity.

    HexTerrainsCleanupBarrier

    Buffer system for the HexTerrains cleanup systems (executes the last of all cleanup systems).

    HexTerrainsCleanupGroup

    System group for the HexTerrains cleanup systems. This systems usually reset the dirty flags. This system group is executed at the very beginning of the frame

    HexTerrainsFinishPreRenderBarrier

    Barrier system for the HexTerrains finish pre-render systems (executes the last of all Finish Pre Render Systems).

    HexTerrainsFinishPreRenderGroup

    System group for the HexTerrains finish pre-render systems

    HexTerrainsInitBarrier

    Buffer system for the HexTerrains creation systems (executes the last of all creation systems).

    HexTerrainsInitGroup

    System group where all the creation systems for HexTerrains are executed.

    HexTerrainsRenderBarrier

    Buffer system for the HexTerrains render systems (executes the last of all Render Systems).

    HexTerrainsRenderGroup

    System Group where HexTerrains are rendered.

    HexTerrainsSimulationGroup

    System Group where all HexTerrains simulation systems are executed.

    HexTerrainsSimulatiosBarrier

    Buffer system for the HexTerrains simulation systems.

    HexTerrainsStartPreRenderBarrier

    Buffer system for the HexTerrains start pre-render systems (executes the last of all Start Pre Render Systems).

    HexTerrainsStartPreRenderGroup

    System Group where the HexTerrains start pre-render systems are executed.

    HexTerrainsUpdateBarrier

    Buffer system for the HexTerrains initialization systems (executes the last of all initialization systems).

    HexTerrainsUpdateGroup

    System Group where all HexTerrains initialization systems are executed.

    Interfaces

    IEnvironmentAPI

    Provides access to environment-level APIs, including user interface system functionality.

    IHexTerrainAPI

    Provides a comprehensive interface for interacting with hexagonal terrain systems, enabling access to terrain entities, layers, settings, and related UI and environment functionality.

    Delegates

    HexTerrainSerializer.CustomDeserializerCallback

    If you want to deserialize a custom component or implement a custom deserialization logic for standard components, provide this callback to the serializer. Deserializer will call this callback and if the callback returns true, serializer will not try to deserialize a component by itself, assuming you have already done it.

    HexTerrainSerializer.CustomSerializerCallback

    If you want to serialize a custom component or implement a custom serialization logic for standard components, provide this callback to the serializer. Serializer will call this callback and if the callback returns true, serializer will not try to serialize a component by itself, assuming you have already done it.

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