LayerProcGen v0.1.0
Layer-based infinite procedural generation
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VisualizationManager

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< LayerSpeclayers = new List<LayerSpec>()
 
float spacingAmount = 4
 
SeparationUnit spacingUnit = SeparationUnit.Chunks
 
float worldOffset
 

Static Public Attributes

static VisualizationManager instance
 

Detailed Description

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.