Class Module
A module is a tile and meta-data associated with the tile, such as how it connects to other tiles and its selection weight. The tile itself is stored as a prefab, and can be accessed through the prefab field.
Inheritance
System.Object
Module
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Namespace: CarbideFunction.Wildtile
Syntax
public class Module
Fields
faceIndices
Declaration
public Module.FaceIndices faceIndices
Field Value
Type | Description |
---|---|
Module.FaceIndices |
flippedFaceIndices
Declaration
public Module.FaceIndices flippedFaceIndices
Field Value
Type | Description |
---|---|
Module.FaceIndices |
mesh
Extracted mesh data for this module. PostProcessors will warp and weld this mesh to construct the final mesh.
Declaration
public ModuleMesh mesh
Field Value
Type | Description |
---|---|
ModuleMesh |
name
A human-readable name that is used to identify modules. This is unique within a tileset.
Declaration
public string name
Field Value
Type | Description |
---|---|
System.String |
prefab
A prefab that will be spawned when this module is placed in the world by most PostProcessors. The module and all first level children will be positioned using the warped grid. All deeper children will retain their local transforms, so they will only be warped by their ancestor's transform.
If null, no object will be spawned for this module.
Declaration
public GameObject prefab
Field Value
Type | Description |
---|---|
GameObject |