LayerProcGen v0.1.0
Layer-based infinite procedural generation
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A manager for displaying various visualizations of data layers. More...
Inherits MonoBehaviour.
Classes | |
class | LayerLevelVis |
class | LayerSpec |
Public Types | |
enum | SeparationUnit { WorldUnits , Chunks } |
Static Public Member Functions | |
static Matrix4x4 | BeginDebugDraw (IChunkBasedDataLayer layer, int level) |
static void | EndDebugDraw () |
Public Attributes | |
DebugToggle | debugChunkBounds = DebugToggle.Create("LayerVis/Chunk Bounds", true) |
DebugToggle | debugDependencies = DebugToggle.Create("LayerVis/Separate Layers/Dependencies", true) |
DebugToggle | debugExactLayerBounds = DebugToggle.Create("LayerVis/Exact Layer Bounds", false) |
DebugToggle | debugLayerBounds = DebugToggle.Create("LayerVis/Layer Bounds", true) |
DebugToggle | debugLayerLabels = DebugToggle.Create("LayerVis/Separate Layers/Layer Labels", true) |
DebugToggle | debugSeparate = DebugToggle.Create("LayerVis/Separate Layers", false) |
DebugToggle | debugSources = DebugToggle.Create("LayerVis/Generation Sources", false) |
DebugButton | debugToggleAllLayers = DebugButton.Create(">Layers/Toggle All") |
List< LayerSpec > | layers = new List<LayerSpec>() |
float | spacingAmount = 4 |
SeparationUnit | spacingUnit = SeparationUnit.Chunks |
float | worldOffset |
Static Public Attributes | |
static VisualizationManager | instance |
A manager for displaying various visualizations of data layers.
The manager can visualize chunk bounds, layer bounds, layer dependencies, and has hooks for letting you display your own debug layer visualizations.
To use it, add the VisualizationManager component to a GameObject in Unity. For each layer you want to visualize, add an entry in the Layers list where you select the layer in the dropdown, and choose a color for that layer.
When the game is running, the VisualizationManager is controlled via DebugOptions. In the debug options you need to both enable the LayerVis
toggle and each layer you want visualized under the Layers
foldout.