Table of Contents

Class GFoliage

Namespace
Pinwheel.Griffin
Assembly
Pinwheel.Polaris.Runtime.dll

Contains information about a terrain foliage prototypes, instances, snapping mode, etc. This should not be used alone without a parent terrain data. In most cases you don't instantiate it with ScriptableObject.Create(). The correct way is to accessing it with GTerrainData.Foliage.

public class GFoliage : ScriptableObject, ISerializationCallbackReceiver
Inheritance
Object
ScriptableObject
GFoliage
Implements
ISerializationCallbackReceiver
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetInstanceID()
Object.GetHashCode()
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Properties

BendSensitive

How fast grass bend when a GInteractiveGrassAgent object is nearby.

EnableInteractiveGrass

Turn this on if you want grass to react to a game object with GInteractiveGrassAgent component attached.

GrassInstanceCount

Get the total number of grass instances.

GrassPatches

Direct reference to the grass patches array, which contains grass instances within an area.

GrassSnapLayerMask

Collider layers to use when grass snapping mode set to World.

GrassSnapMode

The behavior when performing snapping grass onto surface below.

Grasses

The grass prototype group assigned to this.

PatchGridSize

The terrain divides grass to several patches. This value determine size of the patch grid. Ex: PatchGridSize = 16 -> 16x16=256 patches.

RestoreSensitive

How fast grass restore to their original orientation when a GInteractiveGrassAgent goes away.

TerrainData

The parent terrain data this object belongs to.

TreeInstances

Direct reference to the tree instances list. Don't add tree to this list directly, use AddTreeInstances() instead.

TreeSnapLayerMask

Collider layers to use when tree snapping mode set to World.

TreeSnapMode

The behavior when perform snapping tree onto surface below.

Trees

The tree prototype group assigned to this.

VectorFieldMapResolution

Size of the texture used for interactive grass.

Methods

AddGrassInstances(List<GGrassInstance>)

Add some grass instances to the terrain and refresh the renderer.

AddTreeInstances(IEnumerable<GTreeInstance>)

Add some tree instances to this terrain.

ClearGrassDirtyRegions()

Clear all regions marked with SetGrassDirtyRegions(). Call this function when you've done grass snapping action or similar.

ClearGrassInstances()

Erase all grass instances from the terrain.

ClearTreeDirtyRegions()

Clear all regions marked with SetTreeDirtyRegions(). Call this function when you've done tree snapping action or similar.

ClearTreeInstances()

Erase all tree instances from this terrain.

CopyTo(GFoliage)

Copy numeric value to other object. This doesn't copy tree and grass instances.

GetGrassDirtyRegions()

Get a collection of regions where grass have been modified. Region value in [0-1] range.

GetGrassInstances()

Get a copy of all grass instances in this terrain. Very slow!

GetTreeDirtyRegions()

Get a collection of regions where trees have been modified. Region value in [0-1] range.

GrassAllChanged()

Call this function to invoke an event and refresh grass renderer when you've modify some grass instances.

RemoveTreeInstances(Predicate<GTreeInstance>)

Erase tree instances that match a condition.

SetGrassRegionDirty(Rect)

Mark all grass in this region as modified to perform related actions such as grass snapping. You should call this function after modifying the grass list or terrain geometry.

SetTreeRegionDirty(Rect)

Mark all tree in this region as modified to perform related actions such as tree snapping. You should call this function after modifying the tree list or terrain geometry.

TreeAllChanged()

Call this function to invoke an event and refresh tree renderer when you've modify some tree instances.