LayerProcGen
v0.1.0
Layer-based infinite procedural generation
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Here is a list of all documented class members with links to the class documentation for each member:
- a -
abstractLayer :
AbstractLayerChunk
,
LayerChunk< L, C >
AddChild() :
TransformWrapper
AddLayerDependency() :
ChunkBasedDataLayer< L, C >
- b -
bounds :
AbstractLayerChunk
budgetPerFrame :
MainThreadActionQueue
- c -
ChunkBasedDataLayer() :
ChunkBasedDataLayer< L, C >
Create() :
AbstractLayerChunk
- e -
Enqueue() :
MainThreadActionQueue
,
QueuedGameObjectDestruction
EnqueueFastTrack() :
MainThreadActionQueue
EnqueueNextFrame() :
MainThreadActionQueue
- g -
Get() :
IPool< T >
,
ObjectPool< T >
GetChunkOfGridPoint() :
ChunkBasedDataLayer< L, C >
GetLevelCount() :
AbstractChunkBasedDataLayer
GlobalGet() :
ObjectPool< T >
GlobalReturn() :
ObjectPool< T >
GlobalReturnAll() :
ObjectPool< T >
- h -
HandleAllAbstractChunks() :
ChunkBasedDataLayer< L, C >
HandleAllChunks() :
ChunkBasedDataLayer< L, C >
HandleChunksInBounds() :
ChunkBasedDataLayer< L, C >
HandleDependenciesForLevel() :
ChunkBasedDataLayer< L, C >
HandleGridPoints() :
ChunkBasedDataLayer< L, C >
HasLayer< T >() :
AbstractDataLayer
- i -
idle :
MainThreadActionQueue
index :
AbstractLayerChunk
IsLoadedAtPosition() :
ChunkBasedDataLayer< L, C >
,
IChunkBasedDataLayer
- l -
layer :
LayerChunk< L, C >
layers :
AbstractDataLayer
level :
AbstractLayerChunk
- p -
Process() :
IQueuedAction
,
QueuedCallback
,
QueuedGameObjectDestruction
ProcessQueue() :
MainThreadActionQueue
- q -
queueCount :
MainThreadActionQueue
- r -
Reset() :
IPoolable
,
SimpleProfiler.ProfilerInfo
,
AbstractLayerChunk
Return() :
IPool< T >
,
ObjectPool< T >
ReturnAll() :
ObjectPool< T >
- t -
ToString() :
AbstractLayerChunk
TryGetChunk() :
ChunkBasedDataLayer< L, C >
- w -
WarnAboutMissingDependencies() :
ChunkBasedDataLayer< L, C >
watch :
MainThreadActionQueue
worldOffset :
AbstractLayerChunk
Generated by
1.12.0