C# 클래스 UnityEngine.Terrain

상속: Behaviour
파일 보기 프로젝트 열기: CarlosHBC/UnityDecompiled 1 사용 예제들

Private Properties

프로퍼티 타입 설명
ApplyDelayedHeightmapModification void
CreateTerrainGameObject GameObject
Flush void
GetClosestReflectionProbesInternal void
INTERNAL_CALL_AddTreeInstance void
INTERNAL_CALL_GetPosition void
INTERNAL_CALL_RemoveTrees void
INTERNAL_CALL_SampleHeight float
INTERNAL_get_legacySpecular void
INTERNAL_get_lightmapScaleOffset void
INTERNAL_get_realtimeLightmapScaleOffset void
INTERNAL_set_legacySpecular void
INTERNAL_set_lightmapScaleOffset void
INTERNAL_set_realtimeLightmapScaleOffset void
Internal_GetSplatMaterialPropertyBlock void
RemoveTrees void
SetNeighbors void
SetSplatMaterialPropertyBlock void

공개 메소드들

메소드 설명
AddTreeInstance ( TreeInstance instance ) : void

Adds a tree instance to the terrain.

GetClosestReflectionProbes ( List result ) : void
GetPosition ( ) : Vector3

Get the position of the terrain.

GetSplatMaterialPropertyBlock ( MaterialPropertyBlock dest ) : void

Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object.

SampleHeight ( Vector3 worldPosition ) : float

Samples the height at the given position defined in world space, relative to the terrain space.

비공개 메소드들

메소드 설명
ApplyDelayedHeightmapModification ( ) : void
CreateTerrainGameObject ( TerrainData assignTerrain ) : GameObject
Flush ( ) : void
GetClosestReflectionProbesInternal ( object result ) : void
INTERNAL_CALL_AddTreeInstance ( Terrain self, TreeInstance &instance ) : void
INTERNAL_CALL_GetPosition ( Terrain self, Vector3 &value ) : void
INTERNAL_CALL_RemoveTrees ( Terrain self, Vector2 &position, float radius, int prototypeIndex ) : void
INTERNAL_CALL_SampleHeight ( Terrain self, Vector3 &worldPosition ) : float
INTERNAL_get_legacySpecular ( Color &value ) : void
INTERNAL_get_lightmapScaleOffset ( Vector4 &value ) : void
INTERNAL_get_realtimeLightmapScaleOffset ( Vector4 &value ) : void
INTERNAL_set_legacySpecular ( Color &value ) : void
INTERNAL_set_lightmapScaleOffset ( Vector4 &value ) : void
INTERNAL_set_realtimeLightmapScaleOffset ( Vector4 &value ) : void
Internal_GetSplatMaterialPropertyBlock ( MaterialPropertyBlock dest ) : void
RemoveTrees ( Vector2 position, float radius, int prototypeIndex ) : void
SetNeighbors ( Terrain left, Terrain top, Terrain right, Terrain bottom ) : void
SetSplatMaterialPropertyBlock ( MaterialPropertyBlock properties ) : void

메소드 상세

AddTreeInstance() 공개 메소드

Adds a tree instance to the terrain.

public AddTreeInstance ( TreeInstance instance ) : void
instance TreeInstance
리턴 void

GetClosestReflectionProbes() 공개 메소드

public GetClosestReflectionProbes ( List result ) : void
result List
리턴 void

GetPosition() 공개 메소드

Get the position of the terrain.

public GetPosition ( ) : Vector3
리턴 Vector3

GetSplatMaterialPropertyBlock() 공개 메소드

Get the previously set splat material properties by copying to the dest MaterialPropertyBlock object.

public GetSplatMaterialPropertyBlock ( MaterialPropertyBlock dest ) : void
dest MaterialPropertyBlock
리턴 void

SampleHeight() 공개 메소드

Samples the height at the given position defined in world space, relative to the terrain space.

public SampleHeight ( Vector3 worldPosition ) : float
worldPosition Vector3
리턴 float