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    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
    System.Object
    Postprocessor
    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>
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