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    Namespace TycoonTerrain.Core

    Classes

    BoundsContainer

    Stores bounds and enables for easy retrieval of bounds within a certain position or bounds.

    BoundsReservationRegister

    This class is used to exclusively register given bounds to only a single user. Example use cases are buildings

    CallbacksRegister

    ConstructableDefinition

    Defines a constructable object for Tycoon Tile terrain.

    Extensions

    Contains extension methods for Tycoon Tile.

    PlacementValidResult

    A placement valid result allows buildings to define different reasons why a placement is invalid.

    SurfaceOverlayMesh

    Helper class for rendering mesh overlays on the Tycoon Tile surface.

    TerrainModifiedEvent

    Event data for the terrain modified event.

    TerrainTypeCollectionAsset

    This asset is responsible for containing all terrain type definitions and their respective materials.

    TerrainTypeDefinition

    This asset defines how a given terrain type is displayed.

    TycoonTileMap

    Main component for the terrain. This is responsible for storing the internal map state, executing terrain operations and converting between world space and map coordinates.

    TycoonTileRaycastHit

    Represents a raycast hit on a TycoonTile terrain.

    Structs

    CallbackHandle

    This is used to hold a reference for callback purposes.

    CardinalDirection

    Represents a north/east/south/west direction. North is the positive z axis. East is positive x axis.

    ChunkSet

    Represents a collection or set of chunks that are marked as dirty. Marking chunks dirty means that their mesh representation will be updated at the end of this frame.

    CornerIndex

    Represents the index of a single corner of a tile.

    IntBound

    An IntBound defines a horizontal rectangle of tile positions. It is analogous to the UnityEngine.Bounds class for tile positions.

    LandTile

    LandTile struct is responsible for containing the actual height data for each tile corner, as well as a water level. It provides some utility properties and functions on top of this.

    TerrainGrid

    The terrain grid class is responsible for containing the LandTile data in a flattened 2D array.

    TerrainSelection

    Represents a tile selection of the tycoon tile terrain. This is used with the included tools and previewers.

    TerrainTypeTable

    Two dimensional grid that stores the tile type of each tile.

    TileCorner

    Represents a corner of a single tile at a given tile position.

    TileHandle

    This struct is a utility struct that can be used as a pointer within the map grid. \n It holds a position and reference to the map and provides useful functions to interact with the underlying tile. \n User code should use this struct to interact with the underlying tile whenever possible.

    TilePosition

    Helper class to convert map and tile positions.

    TileType

    Type that defines the type of a tile. Will in turn determine how the tile will look once rendered.

    Interfaces

    IChunkListener

    Interface that allows objects to listen for chunk updates.

    Delegates

    OnBoundsChangeCallback

    Callback delegate that is fired after all terrain changes have been applied.

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