Class Postprocessor
Wildtile passes the postprocessor C#-only modules, and the postprocessor creates Unity objects.
Different postprocessor implementations can create Unity objects in different ways. For example: one postprocessor may create prefabs, transform them as needed. Another postprocessor may read the models from the module prefabs and generate a new mesh from all the modules.
Postprocessors will be replaced in the future with a simpler system. A replacement for GridPlacer will be provided to support welding and prop placement.
Inheritance
Namespace: CarbideFunction.Wildtile.Postprocessing
Syntax
public abstract class Postprocessor : ScriptableObject
Methods
CloneAndReferenceTransientObjects(GameObject)
Clone an instantiated map and return the cloned map. Used when the user clicks on the GridPlacer → "Duplicate to Permanent Instance" button.
Declaration
public virtual UnityEngine.Object[] CloneAndReferenceTransientObjects(GameObject rootOfAlreadyPostprocessedWorld)
Parameters
Type | Name | Description |
---|---|---|
GameObject | rootOfAlreadyPostprocessedWorld |
Returns
Type | Description |
---|---|
UnityEngine.Object[] |
Postprocess(GameObject, PostprocessableMap, Vector3)
Convert a C#-only map into Unity objects. This is called after GridPlacer finishes collapsing the map. GridPlacer
does not place objects itself. Instead, it uses the tileset's Postprocessor.Postprocess()
to spawn in the necessary objects.
Declaration
public abstract IEnumerable<int> Postprocess(GameObject root, PostprocessableMap map, Vector3 tileDimensions)
Parameters
Type | Name | Description |
---|---|---|
GameObject | root | |
PostprocessableMap | map | |
Vector3 | tileDimensions |
Returns
Type | Description |
---|---|
System.Collections.Generic.IEnumerable<System.Int32> |