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    Class TilesetImporterAsset

    This asset stores the import settings for a model so that the model can be reliably reimported to as a Tileset asset.

    Inheritance
    System.Object
    TilesetImporterAsset
    Namespace: CarbideFunction.Wildtile
    Syntax
    public class TilesetImporterAsset : ScriptableObject

    Fields

    destinationTileset

    Where to store the imported data.

    The importer will create module prefabs in a directory next to this Tileset asset. e.g. if the Tileset is at "/Assets/Tilesets/LandscapeTileset.asset", a module prefab would be stored at "/Assets/Tilesets/LandscapeTileset/FlatGround.prefab"

    Declaration
    public Tileset destinationTileset
    Field Value
    Type Description
    Tileset

    extraPrefabs

    Extra prefabs to be read alongside the prefab variants in that are created from the sourceModel field.

    Declaration
    public List<GameObject> extraPrefabs
    Field Value
    Type Description
    System.Collections.Generic.List<GameObject>

    importerSettings

    Settings specific to interpreting the models as tile modules.

    Declaration
    public Settings importerSettings
    Field Value
    Type Description
    Settings

    onTilesetChanged

    This event will be fired whenever the tileset is reimported, whether through code or through the user clicking the "Reimport" button in Unity.

    Declaration
    public static TilesetImporterAsset.OnTilesetChanged onTilesetChanged
    Field Value
    Type Description
    TilesetImporterAsset.OnTilesetChanged

    postprocessorCreator

    A postprocessor creator will be run after the tileset is imported to create a postprocessor instance.

    The postprocessor is run after GridPlacer has placed the modules in memory as a PostprocessableMap, and converts the map into in-game Unity objects.

    Declaration
    public PostprocessorCreator postprocessorCreator
    Field Value
    Type Description
    PostprocessorCreator

    rawImportedModelPrefabs

    Prefabs automatically imported from the sourceModel model, these will be overwritten whenever the source model is reimported (either from a model preprocess or a full reimport).

    Declaration
    public List<GameObject> rawImportedModelPrefabs
    Field Value
    Type Description
    System.Collections.Generic.List<GameObject>

    sourceModel

    The model asset that this importer will read from. The model should have an empty root object and one child per tile, each with mesh renderers on them.

    Declaration
    public GameObject sourceModel
    Field Value
    Type Description
    GameObject

    userEditableImportedModelPrefabVariants

    These prefab variants are based on the prefabs in rawImportedModelPrefabs. They are created and destroyed when the sourceModel adds and removes sub-models, but are not overwritten when the model changes.

    Designers and artists can modify these variants and their changes will remain even if new objects are added to the source model.

    Declaration
    public List<GameObject> userEditableImportedModelPrefabVariants
    Field Value
    Type Description
    System.Collections.Generic.List<GameObject>
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