LayerProcGen
v0.4.0
Layer-based infinite procedural generation
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Here is a list of all documented functions with links to the class documentation for each member:
A
C
D
E
G
H
I
P
R
S
T
U
W
- a -
AddChild() :
TransformWrapper
AddLayerDependency() :
ChunkBasedDataLayer< L, C >
- c -
ChunkBasedDataLayer() :
ChunkBasedDataLayer< L, C >
Create() :
AbstractLayerChunk
- d -
Destroy() :
TransformWrapper
- e -
Enqueue() :
MainThreadActionQueue
,
QueuedGameObjectDestruction
EnqueueFastTrack() :
MainThreadActionQueue
EnqueueNextFrame() :
MainThreadActionQueue
- g -
Get() :
ArrayPool< T >
,
IPool< T >
,
ListPool< 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 >
HandleOriginShift() :
IOriginHandler
,
FloatingOriginSetter
,
TransformWrapper
HasLayer< T >() :
AbstractDataLayer
- i -
IsLoadedAtPosition() :
ChunkBasedDataLayer< L, C >
,
IChunkBasedDataLayer
- p -
Process() :
IQueuedAction
,
IQueuedRoutine
,
QueuedCallback
,
QueuedGameObjectDestruction
ProcessQueue() :
MainThreadActionQueue
- r -
RegisterHandler() :
FloatingOrigin
Reset() :
IPoolable
,
SimpleProfiler.ProfilerInfo
,
AbstractLayerChunk
Return() :
IPool< T >
,
ObjectPool< T >
ReturnAll() :
ObjectPool< T >
- s -
SetInitialOrigin() :
FloatingOrigin
SetOrigin() :
FloatingOrigin
- t -
ToString() :
AbstractLayerChunk
TryGetChunk() :
ChunkBasedDataLayer< L, C >
- u -
UnregisterHandler() :
FloatingOrigin
- w -
WarnAboutMissingDependencies() :
ChunkBasedDataLayer< L, C >
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1.17.0