Deprecated APIs & Migration
advanced scriptingTerrain Grid System 2 · Scripting Support (C#)
API Reference
Deprecated Properties
bool adjustCanvasSizeAdjust canvas size.
bool allowHighlightWhileDraggingAllow highlight while dragging.
string animationSortingLayerSets the sorting layer for the animation effects such as fade out
int animationSortingOrderSets the sorting order for the animation effects such as fade out
TGSConfigAttribPair[] attribDataAttrib data.
Vector2 betterCentroidBetter centroid.
LayerMask blockingMaskUsed to cancel highlighting then some other objects block raycasting (Review: verify this description matches current behavior.)
bool[] blocksLOSUsed by specify if LOS is blocked across cell sides.
Bounds boundsBounds.
Bounds boundsBounds.
Rectangle boundsBounds.
Bounds boundsReturns current bounds of grid in world space
Camera cameraMainThe camera reference used in certain computations
bool canCrossIf this cell blocks path finding.
bool canCrossCan cross.
Rect canvasRectCanvas rect.
Texture2D canvasTextureCanvas texture.
bool cellAlphaClippingEnables/disables alpha clipping (Review: verify this description matches current behavior.)
float cellAlphaTestThresholdSets/get cell alpha clipping threshold
float cellBorderAlphaCell border alpha.
Color cellBorderColorCells border color
float cellBorderThicknessCells border thickness
int cellCountReturns the actual number of cells created according to the current grid topology
bool cellCustomBorderThicknessEnables cells custom border thickness
float cellFillPaddingPadding applied to cell fill with color/texture
Color cellHighlightBorderColorColor for the highlight border (Review: verify this description matches current behavior.)
float cellHighlightBorderSizeWidth of the highlight border (only box grids) (Review: verify this description matches current behavior.)
Color cellHighlightColorFill color to use when the mouse hovers a cell's region.
Color cellHighlightColor2Alternate fill color to use when the mouse hovers a cell's region.
Cell cellHighlightedReturns Cell under mouse position or null if none.
int cellHighlightedIndexReturns current highlighted cell index.
bool cellHighlightNonVisibleGets or sets whether invisible cells should also be highlighted when pointer is over them
bool cellHighlightUseCellColorInstead of using the highlight color, use the cell color if it's set
int cellIndexCell index.
int cellIndexCell index.
int cellLastClickedIndexReturns Cell index which has been clicked
List<Cell> cellsCells in this region.
List<Cell> cellsCells.
VoronoiCell[] cellsCells.
List<Cell> cellsComplete array of states and cells and the territory name they belong to.
TGSConfigEntry[] cellSettingsCell settings.
bool cellsFlatGets or sets if cells are rendered as horizontal flat surfaces ignoring any terrain slope.
Vector2 cellSizeGets current individual cell size or sets user defined cell size
float cellsMaxHeightDifferenceGets or sets the cells max height different between vertices. Cells with a greater difference than this threshold will be hidden.
float cellsMaximumAltitudeGets or sets the maximum cell altitude. Useful to hide cells above certain altitude.
bool cellsMaximumAltitudeClampVerticesClamps vertices above the maximum altitude (Review: verify this description matches current behavior.)
float cellsMaxSlopeGets or sets the cells max slope. Cells with a greater slope will be hidden.
float cellsMinimumAltitudeGets or sets the minimum cell altitude. Useful to hide cells under certain altitude, for instance, under water.
bool cellsMinimumAltitudeClampVerticesClamps vertices below the minimum altitude (Review: verify this description matches current behavior.)
CELL_TEXTURE_MODE cellTextureModeReturns the cells texture mode. Usually texturing is done inside the cell shape or using a quad floating on top of the cell.
CELL_TILE_BACKGROUND_MODE cellTileBackgroundModeReturns the cells texture transparent mode when rendering in "Floating" mode.
Vector2 cellTileOffsetReturns the default scale for cell tiles
Vector2 cellTileScaleReturns the default scale for cell tiles
Vector2 centroidCentroid.
Point centroidCentroid.
List<Renderer> childrenSurfacesIf the gameobject contains one or more children surfaces with name splitSurface due to having +65000 vertices
float circularFadeDistanceCircular fade distance.
bool circularFadeEnabledWhen enabled, grid is faded out according to distance to a gameoject
float circularFadeFallOffCircular fade fall off.
Transform circularFadeTargetThe gameobject reference for the circular fade out effect
byte clearanceDistance to nearest blocking cell
Color colorColor.
Color colorColor.
ushort row, columnColumn.
int columnColumn.
int columnCountReturns the number of columns for box and hexagonal grid topologies
string configConfig.
Description not found in source.
float cornerJitterCorner jitter.
float[] crossCostUsed by pathfinding in Cell mode. Cost for crossing a cell for each side. Defaults to 1.
float crossCost; // all sides public float[] crossSidesCost; // per side public Vector2 textureScale, textureOffsetCross cost.
GameObject customBorderGameObjectReference to a custom border drawn using CellDrawBorder or TerritoryDrawFrontier
GameObject customFrontiersGameObjectThe reference to custom territory borders if drawn (not interior; interior borders are stored in each region)
bool customIsCanvasTextureCustom is canvas texture.
bool customizedCustomized.
Material customMaterialCustom material.
bool customRotateInLocalSpaceCustom rotate in local space.
Description not found in source.
float customTextureRotationCustom texture rotation.
bool disableMeshGenerationDisable mesh generation.
CellDebugInfo displayCellDebugInfoShows cell information over the grid in Scene View
TerritoryDebugInfo displayTerritoryDebugInfoShows territory information over the grid in Scene View
bool enableGridEditorEnabled grid editing options in Scene View
bool enableRectangleSelectionEnable rectangle selection.
IAdmin entityEntity.
bool evenLayoutToggle even corner in hexagonal topology.
float farFadeDistanceFar fade distance.
bool farFadeEnabledWhen enabled, lines far the camera will fade out gracefully
float farFadeFallOffFar fade fall off.
Color fillColorFill color.
string filterTerritoriesFilter territories.
Description not found in source.
float gridCameraOffsetGrid camera offset.
Vector2 gridCenterCenter of the grid relative to the Terrain (by default, 0,0, which means center of terrain)
Vector3 gridCenterWorldPositionCenter of the grid in world space coordinates. You can also use this property to reposition the grid on a given world position coordinate.
float gridCurvatureGets or sets the grid's curvature factor.
int gridDepthOffsetGrid depth offset.
Obsolete: Use gridMeshDepthOffset or gridSurfaceDepthOffset.
float gridElevationGrid elevation.
float gridElevationBaseGrid elevation base.
float gridElevationCurrentGrid elevation current.
Texture2D gridMaskGets or sets the grid mask. The alpha component of this texture is used to determine cells visibility (0 = cell invisible)
int gridMaskInsideCountMinimum number of vertices that must be inside the grid mask to consider the entire cell is inside the mask
bool gridMaskUseScaleWhen set to true, the mask will be mapped onto the scaled grid rectangle (using offset and scale parameters) instead of the full quad which ignores the offset and scale
int gridMeshDepthOffsetGrid mesh depth offset.
float gridMinElevationMultiplierGrid min elevation multiplier.
float gridNormalOffsetGrid normal offset.
int gridRelaxationSets the relaxation iterations used to normalize cells sizes in irregular topology. (Review: verify this description matches current behavior.)
float gridRoughnessGrid roughness.
Vector2 gridScaleScale of the grid on the Terrain (by default, 1,1, which means occupy entire terrain)
int gridSurfaceDepthOffsetGrid surface depth offset.
int gridSurfaceDepthOffsetTerritoryGrid surface depth offset territory.
GridTopology gridTopologyThe grid type (boxed, hexagonal or irregular)
int groupGroup for this cell. A different group can be assigned to use along with FindPath cellGroupMask argument.
int heightmapHeightHeightmap height.
int heightmapHeightHeightmap height.
int heightmapHeightHeightmap height.
int heightmapWidthHeightmap width.
int heightmapWidthHeightmap width.
int heightmapWidthHeightmap width.
GameObject highlightedObjReturns a reference of the currently highlighted gameobject (cell or territory)
HighlightEffect highlightEffectHighlight effect.
float highlightFadeAmountHighlight fade amount.
float highlightFadeMinHighlight fade min.
float highlightFadeSpeedHighlight fade speed.
Texture2D highlightMaskHighlight mask.
float highlightMinimumTerrainDistanceMinimum distance from camera for cells to be highlighted on terrain
HighlightMode highlightModeHighlight mode.
float highlightScaleMaxHighlight scale max.
float highlightScaleMinHighlight scale min.
int indexThe index of the cell in the cells array
IInputProxy inputAccess to the input class
TerrainGridSystem instanceInstance.
GameObject interiorBorderGameObjectReference to a custom border drawn using TerritoryDrawInteriorBorder
bool isEmptyIs empty.
bool isFlatDetermines if this region should be rendered flat to the terrain
int iterationUsed internally to optimize certain algorithms
string keyKey.
Vector3 localCursorLastClickedPositionReturns the position of the last click on the grid (in local coordinates. Use transform.TransformPoint(x) to convert to world space)
Vector3 localCursorPositionReturns the current cursor position in grid local coordinates (use transform.TransformPoint(x) to convert to world space)
bool multiTerrainMulti terrain.
string nameOptional territory name.
float nearClipFadeNear clip fade.
bool nearClipFadeEnabledWhen enabled, lines near the camera will fade out gracefully
float nearClipFadeFallOffNear clip fade fall off.
List<Cell> neighborsCells adjacent to this cell
List<Territory> neighborsList of other territories sharing some border with this territory
bool neutralA neutral territory doesn't show conflicting borders with adjacent territories
int numCellsGets or sets the desired number of cells in irregular topology.
float numericValueNumeric value.
int numTerritoriesGets or sets the number of initial territories.
OverlayMode overlayModeOverlay mode.
float pathFindingHeavyDiagonalsCostThe cost for crossing diagonals. (Review: verify this description matches current behavior.)
PathFinding.HeuristicFormula pathFindingHeuristicFormulaThe path finding heuristic formula to estimate distance from current position to destination
bool pathFindingIncludeInvisibleCellsIf true, the path will include invisible cells as well.
float pathFindingMaxCostThe maximum search cost of the path finding execution.
int pathFindingMaxStepsThe maximum number of steps that a path can return.
bool pathFindingUseDiagonalsIf path can include diagonals between cells
List<Vector2> pointsPoints coordinates with applied grid offset and scale
List<Point> pointsPoints.
bool pointyTopHexagonsPointy top hexagons.
Polygon polygonPolygon.
Rect rect2DScaled rect (rect with grid offset and scale applied)
float rect2DAreaRect d area.
double rect2DAreaRect d area.
Region regionPhysical surface-related data
List<Region> regionsList of physical regions. Usually territories have only one region, but they can be split by assigning cells to other territories
bool regularHexagonsRegular hexagons.
float regularHexagonsWidthRegular hexagons width.
Renderer rendererRenderer.
MeshRenderer rendererRenderer.
int renderingOrderUsed internally to ensure smaller territory surfaces are rendered before others
bool respectOtherUIWhen enabled, will prevent interaction if pointer is over an UI element
int rowCountReturns the number of rows for box and hexagonal grid topologies
Vector3 screenCursorLastClickedPositionReturns the screen position of the last click
int seedRandomize seed used to generate territories. For Box/Hexagonal grids, changing seed only affects territory distribution. For Irregular grids, seed also affects cell positions unless voronoiSites are user-defined or Voronoi data is baked.
List<Segment> segmentsOriginal grid segments. Segments coordinates are not scaled.
List <Segment> segmentsSegments.
int sortIndexUsed internally to keep territory regions list order during updates
int sortingOrderSets the sorting layer for the grid elements (only valid when rendering in transparent queue)
bool storeCellIndicesStore cell indices.
string stringValueString value.
GameObject surfaceGameObjectSurface game object.
int tagOptional value that can be set with CellSetTag. You can later get the cell quickly using CellGetWithTag method.
int tagTag.
Terrain terrainTerrain.
ITerrainWrapper terrainTerrain.
Vector3 terrainCenterReturns the terrain center in world space.
Vector2 terrainMeshPivotTerrain mesh pivot.
GameObject terrainObjectTerrain reference. Assign a terrain to this property to fit the grid to terrain height and dimensions
LayerMask terrainObjectsLayerMaskTerrain objects layer mask.
string terrainObjectsPrefixTerrain objects prefix.
bool terrainObjectsSearchGlobalTerrain objects search global.
List<Territory> territoriesTerritories.
float territoriesAsymmetryDetermines the distribution of cells among territories
TerritoryColorScheme territoriesColorSchemeHow colors for territories are picked
int territoriesColorSeedSeed used to generate random territory fill colors.
Color[] territoriesFillColorsUser defined territory colors
bool territoriesHideNeutralCellsGets or sets if neutral cells are visible.
bool territoriesIgnoreHiddenCellsSet this property to true to allow territories to be surrounded by other territories.
int[] territoriesInitialCellIndicesGets or sets the cell indices for the first cells of territories during generation.
TerritoryInitialCellMethod territoriesInitialCellMethodGets or sets the number of initial territories.
int territoriesMaxIterationsMaximum number of iterations when generation territories
int territoriesMaxRangeMaximum distance in cell units from the origin cell when generating territories. 0 = only origin cells.
float territoriesOrganicMakes territory contour more organic
Texture2D territoriesTextureTerritories texture.
Color territoriesTextureNeutralColorTerritories texture neutral color.
bool territoryCustomBorderThicknessEnables territory custom border thickness
Color territoryDisputedFrontierColorTerritories disputed borders color
float territoryFrontiersAlphaTerritory frontiers alpha.
Color territoryFrontiersColorTerritories border color
bool territoryFrontiersMiterJoinsUses miter joins for territory frontier thick lines (avoids gaps/overlaps at corners when geometry shaders are not used)
float territoryFrontiersThicknessTerritory frontier thickness
Color territoryHighlightColorFill color to use when the mouse hovers a territory's region.
Color territoryHighlightColor2Alternate fill color to use when the mouse hovers a territory's region.
Territory territoryHighlightedReturns Territory under mouse position or null if none.
int territoryHighlightedIndexReturns currently highlighted territory index in the countries list.
int territoryHighlightedRegionIndexReturns currently highlighted territory region index.
short territoryIndexThe territory to which this cell belongs to. You can change it using CellSetTerritory method. WARNING: do not change this value directly, use CellSetTerritory instead.
int territoryIndexTerritory index.
int territoryIndexTerritory index.
int territoryIndexTerritory index.
bool territoryInteriorBorderIncludeEnclavesShow interior borders on top of regular territory borders.
bool territoryInteriorBorderOnTopShow interior borders on top of regular territory borders.
float territoryInteriorBorderPaddingTerritory interior border padding
float territoryInteriorBorderThicknessTerritory interior border thickness
int territoryLastClickedIndexReturns Territory index which has been clicked
int territoryRegionLastClickedIndexReturns Territory region index which has been clicked
int textureIndexTexture index.
Description not found in source.
Texture2D[] texturesTextures.
Texture2D[] texturesTextures.
string titleTitle.
bool transparentBackgroundWhen enabled, grid is visible without background mesh
int usedFlag, usedFlag2Used for performance optimizations.
bool useGeometryShadersWhen enabled, geometry shaders will be used (if platform supports them)
bool useStencilBufferWhen enabled, stencil buffer will be used to avoid overdraw and ensure correct rendering order of grid features. You can disable this option if it creates conflicts with other stencil-based renderers.
bool visibleVisible.
bool visibleReturns the actual visibility state of the cell. The setter will set only visibleSelf and not visibleByRules or visibleAlways.
bool visibleVisible.
bool visibleAlwaysGets or sets whether the cell is always visible, regardless of other rules.
bool visibleAlwaysVisible always.
bool visibleByRulesGets or sets the visibility of the cell based on rules.
bool visibleSelfGets or sets whether the cell is visible. If true, the cell will be visible if visibleByRules is also visible. Use "visible" to determine the actual visibility state.
byte[] voronoiSerializationDataGets baked Voronoi cells
List<Vector2> voronoiSitesSets or gets a list of Voronoi sites. Full list will be completed with random number up to numCells amount.
partial class Cell : AdminEntitypartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class TerrainGridSystem : MonoBehaviorpartial class Territory: AdminEntitybool isEmptyReturns true if thi territory has no regions
Source: `/Users/ramcor/Documents/TerrainGridSystem/TerrainGridSystem/Assets/TerrainGridSystem/Scripts/TerrainGridSystem.cs`:967
Deprecated Cell Methods
event CellClickEvent OnCellClick(TerrainGridSystem tgs, int cellIndex, int buttonIndex)Occurs when user releases the mouse button on the same cell that started clicking
event CellDragEvent OnCellDrag(TerrainGridSystem tgs, int cellOriginIndex, int cellTargetIndex)Occurs when user drags a cell
event CellDragEvent OnCellDragEnd(TerrainGridSystem tgs, int cellOriginIndex, int cellTargetIndex)Occurs when user ends drag on a cell
event CellEvent OnCellDragStart(TerrainGridSystem tgs, int cellIndex)Occurs when user starts dragging on a cell
event CellEvent OnCellEnter(TerrainGridSystem tgs, int cellIndex)Occurs when the pointer enters a cell
event CellEvent OnCellExit(TerrainGridSystem tgs, int cellIndex)Occurs when the pointer exits a cell
event CellHighlightEvent OnCellHighlight(TerrainGridSystem tgs, int cellIndex, ref bool cancelHighlight)Occurs when a cell is about to get highlighted
event CellClickEvent OnCellMouseDown(TerrainGridSystem tgs, int cellIndex, int buttonIndex)Occurs when user presses the mouse button on a cell
event CellClickEvent OnCellMouseUp(TerrainGridSystem tgs, int cellIndex, int buttonIndex)Occurs when user releases the mouse button on any cell
Vector2 center)Performs cell.
Performs cell.
GameObject CellAddSprite(int cellIndex, Sprite sprite, bool adjustScale = true)Creates a gameobject with SpriteRenderer and places it on top of the cell
void CellBlink(Cell cell, Color color1, Color color2, float duration = 2f, int repetitions = 1)Blinks a cell with colors "color1" and "color2" and "duration" in seconds.
void CellBlink(int cellIndex, Color color1, Color color2, float duration = 2f, int repetitions = 1)Blinks a cell with colors "color1" and "color2" and "duration" in seconds.
void CellBlink(List<int> cellIndices, Color color1, Color color2, float duration = 2f, int repetitions = 1)Blinks a list of cells with colors "color1" and "color2" and "duration" in seconds.
void CellBlink(List<Cell> cells, Color color1, Color color2, float duration = 2f, int repetitions = 1)Blinks a list of cells with colors "color1" and "color2" and "duration" in seconds.
void CellBlink(Cell cell, Color color, float duration = 2f, int repetitions = 1)Blinks a cell with "color" and "duration" in seconds.
void CellBlink(int cellIndex, Color color, float duration = 2f, int repetitions = 1)Blinks a cell with "color" and "duration" in seconds.
void CellBlink(List<int> cellIndices, Color color, float duration = 2f, int repetitions = 1)Blinks a list of cells with "color" and "duration" in seconds.
void CellBlink(List<Cell> cells, Color color, float duration = 2f, int repetitions = 1)Blinks a list of cells with "color" and "duration" in seconds.
void CellCancelAnimations(int cellIndex, float fadeOutDuration = 0)Cancels any ongoing visual effect on a cell
void CellCancelAnimations(List<int> cellIndices, float fadeOutDuration = 0)Cancels any ongoing visual effect on a list of cells
void CellClear(int cellIndex)Removes any color or texture from a cell and hides it
void CellClear(List<int> cellIndices)Removes any color or texture from a list of cells and hides them
void CellColorTemp(int cellIndex, Color color, float duration = 2f)Temporarily colors a cell for "duration" in seconds.
void CellColorTemp(Cell cell, Color color, float duration = 2f, int repetitions = 1)Temporarily colors a cell for "duration" in seconds.
void CellColorTemp(List<int> cellIndices, Color color, float duration = 2f, int repetitions = 1)Temporarily colors a list of cells for "duration" in seconds.
void CellColorTemp(List<Cell> cells, Color color, float duration = 2f, int repetitions = 1)Temporarily colors a list of cells for "duration" in seconds.
void CellDestroyBorder(int cellIndex)Destroys a custom border previous drawn using CellDrawBorder
void CellDestroySurface(int cellIndex)Destroys a cell surface and removes it from internal caches
GameObject CellDrawBorder(Cell cell, Color color = default(Color), float thickness = 0, float expand = 1f)Creates a gameobject with the border for the given cell.
GameObject CellDrawBorder(int cellIndex, Color color = default(Color), float thickness = 0, float expand = 1f)Creates a gameobject with the border for the given cell.
GameObject CellDrawBorder(List<Cell> cells, Color color = default(Color), float thickness = 1f, float expand = 1f)Performs cell draw border.
GameObject CellDrawBorder(List<int> cellIndices, Color color = default(Color), float thickness = 1f, float expand = 1f)Performs cell draw border.
void CellExpandSelection(List<int> cellIndices)Adds surrounding cells to a list of given cells
void CellFadeOut(Cell cell, Color color, float duration = 2f)Colors a cell and fades it out for "duration" in seconds.
void CellFadeOut(int cellIndex, Color color, float duration = 2f, int repetitions = 1)Colors a cell and fades it out during "duration" in seconds.
void CellFadeOut(List<int> cellIndices, Color color, float duration = 2f, int repetitions = 1)Fades out a list of cells with "color" and "duration" in seconds.
void CellFlash(int cellIndex, Color color, float duration = 2f, int repetitions = 1)Flashes a cell with "color" and "duration" in seconds.
void CellFlash(Cell cell, Color color, float duration = 2f, int repetitions = 1)Flashes a cell with "color" and "duration" in seconds.
void CellFlash(List<int> cellIndices, Color color, float duration = 2f, int repetitions = 1)Flashes a list of cells with "color" and "duration" in seconds.
void CellFlash(List<Cell> cells, Color color, float duration = 2f, int repetitions = 1)Flashes a list of cells with "color" and "duration" in seconds.
void CellFlash(Cell cell, Color initialColor, Color color, float duration = 2f, int repetitions = 1)Flashes a cell from "initialColor" to "color" and "duration" in seconds.
void CellFlash(int cellIndex, Color initialColor, Color color, float duration = 2f, int repetitions = 1)Flashes a cell from "initialColor" to "color" and "duration" in seconds.
void CellFlash(List<int> cellIndices, Color initialColor, Color color, float duration = 2f, int repetitions = 1)Flashes a list of cells from "initialColor" to "color" and "duration" in seconds.
void CellFlash(List<Cell> cells, Color initialColor, Color color, float duration = 2f, int repetitions = 1)Flashes a list of cells from "initialColor" to "color" and "duration" in seconds.
void CellGetAdjacents(Vector2 v1, Vector2 v2, out Cell cell1, out Cell cell2)Returns two adjacent cells that share an edge defined by v1 and v2 in local coordinates
Cell CellGetAtLocalPosition(Vector3 position, int territoryIndex = -1)Returns the cell object under position in local or worldSpace coordinates
Returns: The get at position.
Cell CellGetAtMousePosition()Returns the cell at the mouse position
Cell CellGetAtPosition(Vector3 position, bool worldSpace = false, int territoryIndex = -1)Returns the cell object under position in local or worldSpace coordinates
Obsolete: Use CellGetAtWorldPosition or CellGetAtLocalPosition
Returns: The get at position.
Cell CellGetAtPosition(int column, int row)Returns the cell located at given row and column
Cell CellGetAtWorldPosition(Vector3 position, int territoryIndex = -1)Returns the cell object under position in local or worldSpace coordinates
Returns: The get at position.
CellBorderData CellGetBorderData(List<int> cellIndices, float expand = 1f)Returns the border cells and border vertices for the given cell indices. Similar to CellDrawBorder but returns data instead of drawing.
CellBorderData CellGetBorderData(int cellIndex, float expand = 1f)Returns the border cells and border vertices for a single cell.
CellBorderData CellGetBorderData(List<Cell> cells, float expand = 1f)Returns the border cells and border vertices for a list of cells.
Bounds CellGetBounds(int cellIndex)Returns the rect enclosing the cell in world space. Same than CellGetRectWorldSpace.
int CellGetBoxDistance(int startCellIndex, int endCellIndex)Returns the number of steps between two cells in box topology. This method does not take into account cell masks or blocking cells. It just returns the distance.
bool CellGetCanCross(int cellIndex)Returns true if a given cell can be crossed by using the pathfinding engine.
Vector3 CellGetCentroid(int cellIndex, bool worldSpace = true)Gets the cell's centroid in world space.
Color CellGetColor(int cellIndex)Returns current cell's fill color
int CellGetColumn(int cellIndex)Returns cell's column or -1 if cellIndex is not valid.
string CellGetConfigurationData()Returns a string-packed representation of current cells settings. Each cell separated by ; Individual settings mean: Position Meaning 0 Visibility (0 = invisible, 1 = visible) 1 Territory Index 2 Color R (0..1) 3 Color G (0..1) 4 Color B (0..1) 5 Color A (0..1) 6 Texture Index 7 Cell tag 8 Can cross? (pathfinding)
Obsolete: Use CellGetSettings instead
Returns: The get configuration data.
float CellGetCrossCost(int cellIndex)Returns the cost of entering or exiting a given hexagonal cell without specifying a specific edge. This method is used along CellSetCrossCost which doesn't take into account per-edge costs.
float CellGetCrossCost(int cellStartIndex, int cellEndIndex)Returns the cost of going from one cell to another (both cells must be adjacent)
Returns: The get cross cost.
GameObject CellGetExtrudedGameObject(int cellIndex, float extrusionAmount = 1f)Extrudes the surface of a cell
int CellGetFromGroup(int group, int[] indices, bool useBitWiseComparison = false)Returns the indices of all cells belonging to a group in the indices array which must be fully allocated when passed. Also the length of this array determines the maximum number of indices returned. This method returns the actual number of indices returned, regardless of the length the array. This design helps reduce heap allocations.
int CellGetFromGroup(int group, List<int> indices, bool useBitWiseComparison = false)Returns the indices of all cells belonging to a group in the indices array which must be fully allocated when passed. Also the length of this array determines the maximum number of indices returned. This method returns the actual number of indices returned, regardless of the length the array. This design helps reduce heap allocations.
GameObject CellGetGameObject(int cellIndex)Returns the shape/surface gameobject of the cell.
Returns: The get game object.
int CellGetGroup(int cellIndex)Returns cell group (default 1)
int CellGetHexagonDistance(int startCellIndex, int endCellIndex)Returns the hexagon distance between two cells (number of steps to reach end cell from start cell). This method does not take into account cell masks or blocking cells. It just returns the distance.
Returns: The get hexagon distance.
int CellGetInArea(Bounds bounds, List<int> cellIndices, float padding = 0, bool checkAllVertices = false)Returns the indices of the cells within or under a volume
int CellGetInArea(GameObject gameObject, List<int> cellIndices, float padding = 0, bool checkAllVertices = false)Returns the indices of the cells within or under a volume
int CellGetInArea(Vector2 localStartPos, Vector2 localEndPos, List<int> cellIndices, float paddingInLocalSpace = 0, bool checkAllVertices = false)Returns the indices of the cells within or under a volume
int CellGetInArea(BoxCollider boxCollider, List<int> cellIndices, int resolution, float padding = 0, float offset = 0)Returns the indices of the cells under a box collider
int CellGetIndex(Cell cell)Returns the index of a cell in the cells array by its reference.
int CellGetIndex(int row, int column, bool clampToBorders = true)Returns the index of a cell by its row and column numbers.
Returns: The get index.
int CellGetIndex(Vector3 position, bool worldSpace = false)Returns the cell index of a cell at a given position (in local or world space) in the grid
void CellGetLine(int startCellIndex, int endCellIndex, ref List<int> cellIndices, ref List<Vector3> worldPositions, int lineResolution = 2)Returns a line composed of cells and world positions from starting cell to ending cell
Returns: true, if there's a straight path of non-blocking cells between the two positionsfalse otherwise.
bool CellGetLineOfSight(Vector3 startPosition, Vector3 endPosition, ref List<int> cellIndices, ref List<Vector3> worldPositions, int cellGroupMask = -1, int lineResolution = 2, bool exhaustiveCheck = false, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool checkLastCell = false)Traces a line between two positions and check if there's no cell blocking the line
Returns: true, if there's a straight path of non-blocking cells between the two positionsfalse otherwise.
bool CellGetLineOfSight(int startCellIndex, int endCellIndex, ref List<int> cellIndices, ref List<Vector3> worldPositions, int cellGroupMask = -1, int lineResolution = 2, bool exhaustiveCheck = false, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool checkLastCell = false, bool bidirectionalCheck = false)Traces a line between two positions and check if there's no cell blocking the line
Returns: true, if there's a straight path of non-blocking cells between the two positionsfalse otherwise.
int CellGetNeighbor(int cellIndex, CELL_SIDE side)Returns the index of an ajacent cell by the side name
List<Cell> CellGetNeighbors(Cell cell)Returns a list of neighbor cells for specificed cell.
List<Cell> CellGetNeighbors(int cellIndex)Returns a list of neighbor cells for specificed cell index.
int CellGetNeighbors(int cellIndex, List<Cell> neighbors)Returns a list of neighbor cells for specificed cell index.
int CellGetNeighbors(int cellIndex, List<int> neighbors)Returns a list of neighbor cells for specificed cell index.
List<int> CellGetNeighbors(Cell cell, int maxSteps = -1, int cellGroupMask = -1, float maxSearchCost = 0, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, int maxResultsCount = int.MaxValue, bool cellGroupMaskExactComparison = false, CellFilterDelegate filter = null)Get a list of cells which are nearer than a given distance in cell count
List<int> CellGetNeighbors(int cellIndex, int maxSteps = -1, int cellGroupMask = -1, float maxSearchCost = 0, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, int maxResultsCount = int.MaxValue, bool cellGroupMaskExactComparison = false, CellFilterDelegate filter = null)Get a list of cells which are nearer than a given distance in cell count
int CellGetNeighbors(int cellIndex, int maxSteps, List<int> cellIndices, int cellGroupMask = -1, float maxSearchCost = 0, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, int maxResultsCount = int.MaxValue, bool ignoreCellCosts = false, bool includeInvisibleCells = true, bool cellGroupMaskExactComparison = false, CellFilterDelegate filter = null)Get a list of cells which are nearer than a given distance in cell count
List<int> CellGetNeighborsWithinRange(int cellIndex, int minSteps, int maxSteps, int cellGroupMask = -1, float maxCost = -1, bool includeInvisibleCells = true, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool ignoreCellCosts = false, bool cellGroupMaskExactComparison = false, CellFilterDelegate filter = null)Get a list of cells which are nearer than a given distance in cell count
Vector3 CellGetNormal(int cellIndex)Returns the normal at the center of a cell
Returns: The normal in world space coordinates.
bool CellGetOverlayMode(int cellIndex)Returns true if cell is in overlay mode
Vector3 CellGetPosition(int cellIndex, bool worldSpace = true, float elevation = 0)Gets the cell's center position in world space or local space.
Vector3 CellGetPosition(Cell cell, bool worldSpace = true, float elevation = 0)Gets the cell's center position in world space or local space.
Rect CellGetRect(int cellIndex)Returns the rect enclosing the cell in local space coordinates
Bounds CellGetRectWorldSpace(int cellIndex)Returns the rect enclosing the cell in world space
int CellGetRow(int cellIndex)Returns cell's row or -1 if cellIndex is not valid.
TGSConfigEntry[] CellGetSettings()Returns an array with the main settings of each cell.
TGSConfigEntry[] CellGetSettings(bool onlyCustomized)Performs cell get settings.
bool CellGetSideBlocksLOS(int cellIndex, CELL_SIDE side, CELL_DIRECTION direction = CELL_DIRECTION.Any)Returns true if the side of a cell blocks LOS.
float CellGetSideCrossCost(int cellIndex, CELL_SIDE side, CELL_DIRECTION direction = CELL_DIRECTION.Any)Gets the cost of crossing any hexagon side. (Review: verify this description matches current behavior.)
int CellGetTag(int cellIndex)Returns the tag value of a given cell.
int CellGetTerritoryIndex(int cellIndex)Returns cell's territory index to which it belongs to, or -1 if error.
int CellGetTerritoryRegionIndex(int cellIndex)Returns cell's territory region index to which it belongs to, or -1 if error.
Texture2D CellGetTexture(int cellIndex)Returns current cell's fill texture
int CellGetTextureIndex(int cellIndex)Returns current cell's fill texture index (if texture exists in textures list). Texture index is from 1..32. It will return 0 if texture does not exist or it does not match any texture in the list of textures.
Vector2 CellGetTextureOffset(int cellIndex)Returns the offset of the texture of a given cell
Vector2 CellGetTextureScale(int cellIndex)Returns the scale of the texture of a given cell
int CellGetVertexCount(int cellIndex)Returns the number of vertices of the cell
Vector3 CellGetVertexPosition(int cellIndex, int vertexIndex)Returns the world space position of the vertex (Review: verify this description matches current behavior.)
Vector2 CellGetViewportSize(int cellIndex)Returns the size in normalized viewport coordinates (0..1) for the given cell if that cell was on the center of the screen
Returns: The get rect screen space.
int CellGetWithinCone(int cellIndex, Vector2 direction, float maxDistance, float angle, List<int> cellIndices)Returns a list of cells contained in a cone defined by a starting cell, a direction, max distance and an angle for the cone
Returns: The number of found cells (-1 if some index is out of range)
int CellGetWithinCone(int cellIndex, int targetCellIndex, float angle, List<int> cellIndices)Returns a list of cells contained in a cone defined by a starting cell, a target cellIndex, a max distance and an angle for the cone
Returns: The number of found cells (-1 if some index is out of range)
Cell CellGetWithTag(int tag)Retrieves Cell object with associated tag.
bool CellHasBorderVisible(int cellIndex)Returns the state of the border visibility after CellSetBorderVisible has been called
void CellHideRegionSurface(int cellIndex)Uncolorize/hide specified cell by index in the cells collection.
void CellHideRegionSurfaces()Uncolorize/hide specified all cells.
bool CellIsAdjacentToCell(int cellIndex, int otherCellIndex)Checks if the given cell is neighbor of another cell
bool CellIsAdjacentToTerritory(int cellIndex, int territoryIndex)Checks if the given cell is neighbor of the territory
bool CellIsBorder(int cellIndex)Performs cell is border.
bool CellIsVisible(int cellIndex)Returns true if cell is visible
bool CellMerge(Cell cell1, Cell cell2)Merges cell2 into cell1. Cell2 is removed. Only cells which are neighbors can be merged.
void CellRemove(int cellIndex)Removes a cell from the cells and territories lists. Note that this operation only removes cell structure but does not affect polygons - mostly internally used
void CellRemove(Cell cell)Removes a cell from the cells and territories lists. Note that this operation only removes cell structure but does not affect polygons - mostly internally used
void CellScaleSurface(int cellIndex, float scale)Escales the gameobject of a colored/textured surface (Review: verify this description matches current behavior.)
void CellSetBorderVisible(int cellIndex, bool visible)Specifies if a given cell's border is visible.
void CellSetCanCross(int cellIndex, bool canCross)Specifies if a given cell can be crossed by using the pathfinding engine.
void CellSetCanCross(List<int> cellIndices, bool canCross)Specifies if a list of cells can be crossed by using the pathfinding engine.
void CellSetColor(int cellIndex, Color color)Sets current cell's fill color. Use CellToggleRegionSurface for more options
void CellSetColor(Cell cell, Color color)Sets current cell's fill color. Use CellToggleRegionSurface for more options
void CellSetColor(List<int> cellIndices, Color color)Sets cells' fill color.
void CellSetColor(List<Cell> cellIndices, Color color)Sets cells' fill color.
void CellSetConfigurationData(string cellData, int[] filterTerritories)Sets cell configuration data from a string
Obsolete: Use CellSetSettings instead
void CellSetCrossCost(int cellIndex, float cost, CELL_DIRECTION direction = CELL_DIRECTION.Entering)Sets cost of entering or exiting a given hexagonal cell across any edge.
void CellSetCrossCost(int cellStartIndex, int cellEndIndex, float cost)Sets the cost for going from one cell to another (both cells must be adjacent).
void CellSetGroup(int cellIndex, int group)Specifies the cell group (by default 1) used by FindPath cellGroupMask optional argument
GameObject CellSetMaterial(int cellIndex, Material material)Assigns a custom material to a cell
void CellSetOverlayMode(int cellIndex, bool overlayMode)Sets a cell overlay mode by setting the material
void CellSetSettings(TGSConfigEntry[] cellSettings, int[] filterTerritories, bool entriesHaveIndices = false)Performs cell set settings.
void CellSetSideBlocksLOS(int cellIndex, CELL_SIDE side, bool blocks, CELL_DIRECTION direction = CELL_DIRECTION.Any)Makes a side of a cell block the LOS.
void CellSetSideCrossCost(int cellIndex, CELL_SIDE side, float cost, CELL_DIRECTION direction = CELL_DIRECTION.Any)Sets the additional cost of crossing an hexagon side. (Review: verify this description matches current behavior.)
void CellSetSplatmapOpacity(int cellIndex, int splatmapIndex, float opacity, bool hideOtherLayers = false)Sets the underline splatmap opacity of a cell. Optionally hide other terrain layers.
void CellSetTag(Cell cell, int tag)Tags a cell with a user-defined integer tag. Cell can be later retrieved very quickly using CellGetWithTag.
void CellSetTag(int cellIndex, int tag)Tags a cell with a user-defined integer tag. Cell can be later retrieved very quickly using CellGetWithTag.
bool CellSetTerritory(int cellIndex, int territoryIndex)Sets the territory of a cell triggering territory boundary recalculation. Note: changes are not applied immediately, but at end of frame. To apply changes immediately, call Redraw()
Returns: true, if cell was transferred., false otherwise.
bool CellSetTerritory(List<int> cellIndices, int territoryIndex)Sets the territory of a cell triggering territory boundary recalculation
Returns: true, if cell was transferred., false otherwise.
void CellSetTexture(Cell cell, Texture2D texture, bool isCanvasTexture = false, float textureScale = 1f)Sets current cell's fill texture. Use CellToggleRegionSurface for more options
void CellSetTexture(int cellIndex, Texture2D texture, bool isCanvasTexture = false, float textureScale = 1f)Sets current cell's fill texture. Use CellToggleRegionSurface for more options
void CellSetTexture(Cell cell, Texture2D texture, Color tintColor, bool isCanvasTexture = false)Sets current cell's fill texture. Use CellToggleRegionSurface for more options
void CellSetTexture(int cellIndex, Texture2D texture, Color tintColor, bool isCanvasTexture = false, float textureScale = 1f)Sets current cell's fill texture. Use CellToggleRegionSurface for more options
void CellSetTexture(Cell cell, Texture2D texture, Color tintColor, Vector2 textureScale, Vector2 textureOffset, bool isCanvasTexture = false)Sets current cell's fill texture. Use CellToggleRegionSurface for more options
void CellSetTexture(int cellIndex, Texture2D texture, Color tintColor, Vector2 textureScale, Vector2 textureOffset, float textureRotation = 0, bool isCanvasTexture = false)Sets current cell's fill texture. Use CellToggleRegionSurface for more options
void CellSetVisible(int cellIndex, bool visible, bool excludeFromAnyTerritory = false)Specifies if a given cell is visible.
void CellSetVisible(List<int> cellIndices, bool visible, bool excludeFromAnyTerritory = false)Specifies if a given cell is visible.
void CellSetVisible(List<Cell> cells, bool visible, bool excludeFromAnyTerritory = false)Specifies if a given cell is visible.
bool CellSetVisible(Rect rect, bool visible, bool worldSpace = false)Specified visibility for a group of cells that lay within a given rectangle
bool CellSetVisible(GameObject obj, bool visible)Specified visibility for a group of cells that lay within a given gameObject
bool CellSetVisible(Renderer renderer, bool visible)Specified visibility for a group of cells that lay within a given gameObject
bool CellSetVisible(Collider collider, bool visible)Specified visibility for a group of cells that lay within a given collider
bool CellSetVisible(Bounds bounds, bool visible)Specified visibility for a group of cells that lay within a given bounds
bool CellTestLineOfSight(int startCellIndex, int endCellIndex, int cellGroupMask = -1, int lineResolution = 2, bool exhaustiveCheck = false, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool checkLastCell = false)Checks if there's line of sight (LOS) between two cells
Returns: true, if there's a straight path of non-blocking cells between the two positionsfalse otherwise.
void CellTestLineOfSight(int startCellIndex, List<int> targetCellIndices, int cellGroupMask = -1, int lineResolution = 2, bool exhaustiveCheck = false, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool checkLastCell = false)Removes any cell from a givel list of indices which are not in LOS
void CellToggleRegionSurface(int cellIndex, bool visible)Toggles visibility of the surface of a cell
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Texture2D texture, bool isCanvasTexture = false)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Color color, bool refreshGeometry = false)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Color color, bool refreshGeometry, int textureIndex, bool isCanvasTexture = false)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Color color, bool refreshGeometry, Texture2D texture, bool isCanvasTexture = false, float textureScale = 1f)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Color color, bool refreshGeometry, int textureIndex, Vector2 textureScale, Vector2 textureOffset, bool isCanvasTexture = false)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Color color, bool refreshGeometry, Texture2D texture, Vector2 textureScale, Vector2 textureOffset, float textureRotation = 0, bool localSpace = false, bool isCanvasTexture = false)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(Cell cell, bool visible, Color color, bool refreshGeometry, Texture2D texture, Vector2 textureScale, Vector2 textureOffset, float textureRotation, bool overlay, bool localSpace, bool isCanvasTexture = false)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
GameObject CellToggleRegionSurface(int cellIndex, bool visible, Color color, bool refreshGeometry, Texture2D texture, Vector2 textureScale, Vector2 textureOffset, float textureRotation, bool overlay, bool localSpace, bool isCanvasTexture)Colorize specified region of a cell by indexes.
Returns: The generated color surface positioned and oriented over the given cell.
Source: `/Users/ramcor/Documents/TerrainGridSystem/TerrainGridSystem/Assets/TerrainGridSystem/Scripts/TGSCells.cs`:2949
Source: `/Users/ramcor/Documents/TerrainGridSystem/TerrainGridSystem/Assets/TerrainGridSystem/Scripts/TGSCells.cs`:3308
Source: `/Users/ramcor/Documents/TerrainGridSystem/TerrainGridSystem/Assets/TerrainGridSystem/Scripts/TGSCells.cs`:3428
Deprecated Territory Methods
event TerritoryClickEvent OnTerritoryClick(TerrainGridSystem tgs, int territoryIndex, int regionIndex, int buttonIndex)Occurs when user releases the mouse button on the same territory that started clicking
event TerritoryEvent OnTerritoryEnter(TerrainGridSystem tgs, int territoryIndex)Occurs when the pointer enters a territory
event TerritoryEvent OnTerritoryExit(TerrainGridSystem tgs, int territoryIndex)Occurs when the pointer exits a territory
event TerritoryHighlightEvent OnTerritoryHighlight(TerrainGridSystem tgs, int territoryIndex, ref bool cancelHighlight)Occurs when a territory is about to get highlighted
event TerritoryClickEvent OnTerritoryMouseDown(TerrainGridSystem tgs, int territoryIndex, int regionIndex, int buttonIndex)Occurs when user press the mouse button on a territory
event TerritoryClickEvent OnTerritoryMouseUp(TerrainGridSystem tgs, int territoryIndex, int regionIndex, int buttonIndex)Occurs when user releases the mouse button on a territory
event TerritoryRegionClickEvent OnTerritoryRegionClick(TerrainGridSystem tgs, int territoryIndex, int regionIndex, int buttonIndex)Occurs when user releases the mouse button on the same territory region that started clicking
event TerritoryRegionEvent OnTerritoryRegionEnter(TerrainGridSystem tgs, int territoryIndex, int regionIndex)Occurs when the pointer enters a territory region
event TerritoryRegionEvent OnTerritoryRegionExit(TerrainGridSystem tgs, int territoryIndex, int regionIndex)Occurs when the pointer exits a territory region
event TerritoryRegionClickEvent OnTerritoryRegionMouseDown(TerrainGridSystem tgs, int territoryIndex, int regionIndex, int buttonIndex)Occurs when user press the mouse button on a territory region
event TerritoryRegionClickEvent OnTerritoryRegionMouseUp(TerrainGridSystem tgs, int territoryIndex, int regionIndex, int buttonIndex)Occurs when user releases the mouse button on a territory region
string name)Performs territory.
void TerritoryBlink(int territoryIndex, Color color, float duration, int repetitions = 1)Blinks a territory with "color" and "duration" in seconds.
void TerritoryBlink(List<Territory> territories, Color color, float duration, int repetitions = 1)Blinks a list of territories with "color" and "duration" in seconds.
void TerritoryBlink(List<int> territoryIndices, Color color, float duration, int repetitions = 1)Blinks a list of territories with "color" and "duration" in seconds.
void TerritoryCancelAnimations(int territoryIndex, float fadeOutDuration = 0)Cancels any ongoing visual effect on a territory
void TerritoryCancelAnimations(List<Territory> territories, float fadeOutDuration = 0)Cancels any ongoing visual effect on a list of territories
void TerritoryCancelAnimations(List<int> territoryIndices, float fadeOutDuration = 0)Cancels any ongoing visual effect on a list of territories
void TerritoryColorTemp(int territoryIndex, Color color, float duration)Temporarily colors a territory for "duration" in seconds.
void TerritoryColorTemp(List<Territory> territories, Color color, float duration)Temporarily colors a list of territories for "duration" in seconds.
void TerritoryColorTemp(List<int> territoryIndices, Color color, float duration)Temporarily colors a list of territories for "duration" in seconds.
Territory TerritoryCreate(Cell cell)Create a new territory with a single cell
Returns: The newly created territory
Territory TerritoryCreate(int cellIndex)Create a new territory with a single cell
Returns: The newly created territory
Territory TerritoryCreate(List<Cell> cells)Create a new territory from a list of cells
Returns: The newly created territory
Territory TerritoryCreate(List<int> cellIndices)Create a new territory from a list of cells
Returns: The newly created territory
bool TerritoryDestroy(int territoryIndex)Removes an existing territory. Cells belonging to the territory will be freed.
Returns: True if successful
void TerritoryDestroyAll()Destroys all territories
GameObject TerritoryDrawFrontier(Territory territory, int adjacentTerritoryIndex = -1, Material material = null, Color color = default(Color), float thickness = 0)Creates a gameobject with the frontier for the given territory. Optionally, the frontier could be limited to those segments adjacent to another territory.
GameObject TerritoryDrawFrontier(int territoryIndex, int adjacentTerritoryIndex = -1, Material material = null, Color color = default, float thickness = 0, bool removeExistingCustomFrontiers = true)Creates a gameobject with the frontier for the given territory. Optionally, the frontier could be limited to those segments adjacent to another territory.
GameObject TerritoryDrawInteriorBorder(int territoryIndex, float padding, float thickness, Color color = default, Color secondColor = default, int regionIndex = 0, float animationSpeed = 0, bool includeEnclaves = false)Creates a gameobject with the interior border for the given territory with optional padding and thickness.
Returns: The gameobject of the border
GameObject TerritoryDrawInteriorBorder(Territory territory, float padding = -0.7f, float thickness = 3f, Color color = default, Color secondColor = default, int regionIndex = 0, float animationSpeed = 0, bool includeEnclaves = false, bool removeExistingBorders = true)Creates a gameobject with the interior border for the given territory with optional padding and thickness.
Returns: The gameobject of the border
GameObject TerritoryDrawInteriorBorder(Territory territory, int regionIndex, float padding = -0.7f, float thickness = 3f, Color color = default, Color secondColor = default, float animationSpeed = 0, bool includeEnclaves = false, bool removeExistingBorders = true)Creates a gameobject with the interior border for the given territory with optional padding and thickness.
Returns: The gameobject of the border
void TerritoryFadeOut(int territoryIndex, Color color, float duration, int repetitions = 1)Colors a territory and fades it out during "duration" in seconds.
void TerritoryFadeOut(List<Territory> territories, Color color, float duration, int repetitions = 1)Colors a list of territories with "color" and "duration" in seconds.
void TerritoryFadeOut(List<int> territoryIndices, Color color, float duration, int repetitions = 1)Colors a list of territories with "color" and "duration" in seconds.
void TerritoryFlash(int territoryIndex, Color color, float duration, int repetitions = 1)Flashes a territory with "color" and "duration" in seconds.
void TerritoryFlash(List<Territory> territories, Color color, float duration, int repetitions = 1)Flashes a list of territories with "color" and "duration" in seconds.
void TerritoryFlash(List<int> territoryIndices, Color color, float duration, int repetitions = 1)Flashes a list of territories with "color" and "duration" in seconds.
int TerritoryGetAdjacentCells(int territoryIndex, List<int> cellIndices, int regionIndex = -1, int otherTerritoryIndex = -1)Similar to TerritoryGetFrontierCells but returns the cells of the adjacent territory
bool TerritoryGetAdjacentTerritoryForEdge(int territoryIndex, Vector2 vertex1, Vector2 vertex2, out int adjacentTerritoryIndex, out int adjacentTerritoryRegionIndex)Returns the adjacent territory and region index for a given edge defined by two vertices.
Returns: True if an adjacent territory was found, false otherwise
Territory TerritoryGetAtLocalPosition(Vector3 position)Returns the territory object under position in local coordinates
Territory TerritoryGetAtLocalPosition(Vector3 position, out int regionIndex)Returns the territory object under position in local coordinates
Territory TerritoryGetAtPosition(Vector2 localPosition)Returns the territory object under position in local coordinates
Obsolete: Use TerritoryGetAtWorldPosition or TerritoryGetAtLocalPosition instead.
Territory TerritoryGetAtPosition(Vector3 position, bool worldSpace)Returns the territory object under position in local or worldSpace coordinates
Territory TerritoryGetAtWorldPosition(Vector3 position)Returns the territory object under position in worldSpace coordinates
Territory TerritoryGetAtWorldPosition(Vector3 position, out int regionIndex)Returns the territory object under position in worldSpace coordinates
List<Cell> TerritoryGetCells(int territoryIndex)Returns a copy of all cells belonging to a territory. Use Territory.cells to access the list without making a copy
void TerritoryGetCells(int territoryIndex, List<Cell> cells)Returns all cells belonging to a territory into an user given list. See alto territory.cells list.
List<Cell> TerritoryGetCells(int territoryIndex, int regionIndex)Returns all cells belonging to a territory region
void TerritoryGetCells(int territoryIndex, int regionIndex, List<Cell> cells)Returns all cells belonging to a territory region into an user given cell list
List<Vector2> TerritoryGetFrontier(int territoryIndex, int regionIndex)Returns the points that form the frontier of a territory/region (a territory usually has a single region but could include more than one if it gets split) Points returned already have the offset and scale of the grid applied
int TerritoryGetFrontierCells(int territoryIndex, List<int> cellIndices, int regionIndex = -1, bool includeGridEdges = false)Returns a list of cells that form the frontiers of a given territory
Returns: The number of cells found.
int TerritoryGetFrontierCells(int territoryIndex, int otherTerritoryIndex, List<int> cellIndices, int regionIndex = -1, bool includeGridEdges = false)Returns a list of cells that forms the frontiers between a given territory and another one.
Returns: The get frontier cells.
GameObject TerritoryGetGameObject(int territoryIndex, int regionIndex = 0)Returns the shape/surface gameobject of the territory.
Returns: The get game object.
List<Territory> TerritoryGetNeighbors(int territoryIndex)Returns a list of neighbor territories for specificed cell index.
int TerritoryGetNeighbors(int territoryIndex, List<Territory> territories)Returns a list of neighbor territories for specificed territory index in the territories parameter.
Vector3 TerritoryGetPosition(int territoryIndex, CentroidType centroidType = CentroidType.BetterCentroid, bool worldSpace = true, int regionIndex = 0)Gets the territory's center position in world space.
Vector3 TerritoryGetPosition(Territory territory, CentroidType centroidType = CentroidType.BetterCentroid, bool worldSpace = true, int regionIndex = 0)Gets the territory's center position in world space.
Bounds TerritoryGetRectWorldSpace(int territoryIndex, int regionIndex = 0)Returns the rect enclosing the territory in world space
int TerritoryGetVertexCount(int territoryIndex, int regionIndex = 0)Returns the number of vertices of the territory
Vector3 TerritoryGetVertexPosition(int territoryIndex, int vertexIndex, int regionIndex = 0)Returns the world space position of the vertex of a territory
void TerritoryHideInteriorBorder(int territoryIndex, int regionIndex = -1)Hides territory border of a territory
void TerritoryHideInteriorBorders()Hides all territories interior boders
void TerritoryHideRegionSurface(int territoryIndex, int regionIndex = 0)Uncolorize/hide specified territory by index in the territories collection.
void TerritoryHideRegionSurfaces()Uncolorize/hide all territories.
bool TerritoryIsNeutral(int territoryIndex)Returns true if territory is neutral
bool TerritoryIsVisible(int territoryIndex)Returns true if territory is visible
void TerritoryScaleSurface(int territoryIndex, float scale, int regionIndex = 0)Scales the gameobject of a colored/textured surface (Review: verify this description matches current behavior.)
void TerritorySetBorderVisible(int territoryIndex, bool visible)Specifies if a given territory border is visible.
GameObject TerritorySetColor(Territory territory, Color color, int regionIndex = 0)Sets the color of a territory
GameObject TerritorySetColor(int territoryIndex, Color color, int regionIndex = 0)Sets the color of a territory
void TerritorySetFrontierColor(int territoryIndex, Color color)Specifies the color of the territory borders.
GameObject TerritorySetMaterial(int territoryIndex, Material material, int regionIndex = 0)Assigns a custom material to a territory
void TerritorySetNeutral(int territoryIndex, bool neutral)Specifies if a given territory is neutral.
GameObject TerritorySetTexture(Territory territory, Texture2D texture, int regionIndex = 0)Sets the texture of a territory
GameObject TerritorySetTexture(int territoryIndex, Texture2D texture, int regionIndex = 0)Sets the texture of a territory
void TerritorySetVisible(int territoryIndex, bool visible, bool includeCells = false)Specifies if a given territory is visible.
void TerritoryToggleRegionSurface(int territoryIndex, bool visible, int regionIndex = 0)Toggles visibility of a territory surface.
GameObject TerritoryToggleRegionSurface(Territory territory, bool visible, Color color, bool refreshGeometry = false, int regionIndex = 0)Colorize specified territory by index.
GameObject TerritoryToggleRegionSurface(int territoryIndex, bool visible, Color color, bool refreshGeometry = false, int regionIndex = 0)Colorize specified territory by index.
GameObject TerritoryToggleRegionSurface(int territoryIndex, bool visible, Color color, bool refreshGeometry, Texture2D texture, int regionIndex = 0)Colorize specified territory by index.
GameObject TerritoryToggleRegionSurface(int territoryIndex, bool visible, Color color, bool refreshGeometry, Texture2D texture, Vector2 textureScale, Vector2 textureOffset, float textureRotation, bool rotateInLocalSpace, int regionIndex = 0, bool isCanvasTexture = false)Colorize specified territory by index.
GameObject TerritoryToggleRegionSurface(Territory territory, bool visible, Color color, bool refreshGeometry, Texture2D texture, Vector2 textureScale, Vector2 textureOffset, float textureRotation, bool overlay, bool rotateInLocalSpace, int regionIndex = 0, bool isCanvasTexture = false)Colorize specified territory by index.
GameObject TerritoryToggleRegionSurface(int territoryIndex, bool visible, Color color, bool refreshGeometry, Texture2D texture, Vector2 textureScale, Vector2 textureOffset, float textureRotation, bool overlay, bool rotateInLocalSpace, int regionIndex = 0, bool isCanvasTexture = false)Colorize specified territory by index.
void TerritoryUpdateFillColors()If territory color scheme is set to user-defined, copy those settings into current territories and redraw
Source: `/Users/ramcor/Documents/TerrainGridSystem/TerrainGridSystem/Assets/TerrainGridSystem/Scripts/TGSTerritories.cs`:1592
Deprecated Pathfinding
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Clears all references to all other triangles and points
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear(T value)Performs clear.
void Clear()Performs clear.
void Clear(bool value)Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void Clear()Performs clear.
void ClearPointData()Clears point data.
List<PathFinderNode> FindPath(TerrainGridSystem tgs, Cell startCell, Cell endCell, out float totalCost, bool evenLayout)Finds path.
List<PathFinderNode> FindPath(TerrainGridSystem tgs, Cell startCell, Cell endCell, out float totalCost, bool evenLayout)Finds path.
List<PathFinderNode> FindPath(TerrainGridSystem tgs, Cell startCell, Cell endCell, out float totalCost, bool evenLayout)Finds path.
int FindPath(TerrainGridSystem startGrid, Cell startCell, TerrainGridSystem endGrid, Cell endCell, List<(TerrainGridSystem grid, int cellIndex)> path, out float totalCost, FindPathOptions options = null)Finds a path between two cells that can be in different grids with specified options
List<int> FindPath(int cellIndexStart, int cellIndexEnd, float maxSearchCost = 0, int maxSteps = 0, int cellGroupMask = -1, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool ignoreCellCosts = false, bool includeInvisibleCells = true, int minClearance = 1, float maxCellCrossCost = float.MaxValue, bool cellGroupMaskExactComparison = false)Returns an optimal path from startPosition to endPosition with options.
Returns: The route consisting of a list of cell indexes.
List<int> FindPath(int cellIndexStart, int cellIndexEnd, out float totalCost, float maxSearchCost = 0, int maxSteps = 0, int cellGroupMask = -1, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool ignoreCellCosts = false, bool includeInvisibleCells = true, int minClearance = 1, float maxCellCrossCost = float.MaxValue, bool cellGroupMaskExactComparison = false)Returns an optimal path from startPosition to endPosition with options.
Returns: The route consisting of a list of cell indexes.
int FindPath(int cellIndexStart, int cellIndexEnd, List<int> cellIndices, out float totalCost, float maxSearchCost = 0, int maxSteps = 0, int cellGroupMask = -1, CanCrossCheckType canCrossCheckType = CanCrossCheckType.Default, bool ignoreCellCosts = false, bool includeInvisibleCells = true, int minClearance = 1, float maxCellCrossCost = float.MaxValue, bool cellGroupMaskExactComparison = false)Returns an optimal path from startPosition to endPosition with options.
Returns: The route consisting of a list of cell indexes.
int FindPath(int cellIndexStart, int cellIndexEnd, List<int> cellIndices, out float totalCost, FindPathOptions options)Returns an optimal path from startPosition to endPosition with options.
Returns: The route consisting of a list of cell indexes.
void FindPathAsync(int cellIndexStart, int cellIndexEnd, Action<FindPathAsyncResult> onComplete, FindPathOptions options = null)Finds a path asynchronously on a background thread. Thread-safe. Results are returned via callback on the main thread. IMPORTANT: Do not modify grid structure while async pathfinding is in progress.
Task<FindPathAsyncResult> FindPathAsync(int cellIndexStart, int cellIndexEnd, FindPathOptions options = null)Finds a path asynchronously and returns a Task. Thread-safe. IMPORTANT: Do not modify grid structure while async pathfinding is in progress.
class TGSConfig : MonoBehaviorstruct TGSConfigAttribPairstruct TGSConfigEntryDeprecated Delegates
delegate bool ContainsFunction(float x, float y)Deprecated Other
event ClickEvent OnClick(TerrainGridSystem tgs, Vector3 worldPosition)Event callback.
event GridEvent OnEnter(TerrainGridSystem tgs)Event callback.
event GridEvent OnExit(TerrainGridSystem tgs)Event callback.
event GridSettingsChangedEvent OnGridSettingsChanged(TerrainGridSystem tgs)Occurs when some grid settings are changed
event ClickEvent OnMouseDown(TerrainGridSystem tgs, Vector3 worldPosition)Event callback.
event ClickEvent OnMouseUp(TerrainGridSystem tgs, Vector3 worldPosition)Event callback.
event PathFindingEvent OnPathFindingCrossCell(TerrainGridSystem tgs, int cellIndex)Fired when path finding algorithmn evaluates a cell. Use this event to return any extra cost for crossing the cell or 0 to keep the cost at 1.
PathFindingEvent OnPathFindingCrossCell(TerrainGridSystem tgs, int cellIndex)On path finding cross cell.
enum CELL_DIRECTIONenum CELL_SIDEenum ApplyModeRegion Clone()Returns an exact copy of this region
Contour Clone()Performs clone.
Polygon Clone()Performs clone.
Region CloneWithoutPointData()Returns a copy of this region without point/polygon data
ApplyMode ConfigApplyModeConfig apply mode.
ContainsFunction ContainsContains.
bool Contains(GameObject gameObject)Performs contains.
bool Contains(GameObject gameObject)Performs contains.
bool Contains(TriangulationPoint p)Performs contains.
bool Contains(TriangulationPoint p)Performs contains.
bool Contains(TriangulationPoint p)Performs contains.
bool Contains(TriangulationPoint p)Performs contains.
bool Contains(T value)Performs contains.
bool Contains(bool value)Performs contains.
bool Contains(Point2D p)Performs contains.
bool Contains(double x, double y)Returns whether the coordinate is inside the bounding box. Note that this will return false if the point is ON the edge of the bounding box. If you want to test for whether the point is inside OR on the rect, use ContainsInclusive
bool Contains(Point2D p)Performs contains.
bool Contains(Rect2D r)Performs contains.
bool Contains(Vector3 position)Returns true if a given position lies within this grid on the X/Z plane
bool ContainsRegion(Region otherRegion)Performs contains region.
void DestroySurface(bool keepCustomMaterial = false)Destroys surface.
void Enlarge(float amount)Performs enlarge.
void FitToScreen(Camera cam = null, float margin = 0f, bool keepAspectRatio = false)Fits the grid to the current camera viewport on the grid plane. Works with both orthographic and perspective cameras.
Vector2 GetBetterCentroid()Returns the centroid of the territory using a more accurate algorithm. The centroid always lays inside the polygon whereas the center is the geometric center of the enclosing rectangle and could fall outside an irregular polygon.
Vector2 GetBetterCentroid(int regionIndex = 0)Returns a better centroid of the territory.
Vector3 GetBottomLeftCornerPosition()Returns the top/left corner of the grid in world space
IntRect GetBounds(Paths paths)Gets bounds.
Bounds GetBounds()Returns the bounds of the grid in world space coordinates.
Returns: The rect.
Vector2 GetCentroid()Returns the centroid of the territory. The centroid always lays inside the polygon whereas the center is the geometric center of the enclosing rectangle and could fall outside an irregular polygon.
Vector2 GetCentroid(int regionIndex = 0)Returns the centroid of the territory. A centroid is a better center for a polygon.
Point2D GetCentroid()Gets the centroid.
FindPathOptions GetDefaultOptions()Gets default options.
Rect GetRect()Returns the rectangle area where cells are drawn in local coordinates.
Returns: The rect.
bool GetSideBlocksLOS(CELL_SIDE side)Returns true if side is blocking LOS (from outside to inside cell)
float GetSideCrossCost(CELL_SIDE side)Gets the side cross cost.
Returns: The side cross cost.
float GetSidesCost()Returns the highest crossing cost of all side of a cell
Vector2 GetSize()Returns the size of the grid in world space coordinates.
void HideHighlightedObject(GameObject go)Used to cancel highlighting on a given gameobject. This call is ignored if go is not currently highlighted.
void HideHighlightedRegions()Hides current highlighting effect
bool Intersects(Region other)Performs intersects.
bool Intersects(Rectangle o)Performs intersects.
bool Intersects(Rect2D r)Performs intersects.
void LoadConfiguration()Call this method to force a configuration load.
class RegionIAdmin entity, bool isBox)Performs region.
void ReloadFlatMask()Reloads flat mask.
void ReloadGridMask()Reloads grid mask.
void SaveConfiguration(TerrainGridSystem tgs)Stores current grid configuration in this component
void ScaleSurface(GameObject surf, Vector2 center, float scale)Escales the gameobject of a colored/textured surface
void SetAllSidesCost(float cost)Sets the same crossing cost for all sides of the hexagon.
void SetBottomLeftCornerPosition(Vector3 position)Sets the top/left position of the grid in world space
void SetDimensions(int rows, int columns, bool keepCellSize = false)Sets the dimensions of the grid in one step. This is faster than setting rowCount and columnCount separately.
void SetDimensionsAndType(int rows, int columns, GridTopology gridTopology, bool keepCellSize = false)Sets the dimensions of the grid in one step. This is faster than setting rowCount and columnCount separately.
void SetGridCenterWorldPosition(Vector3 position, bool snapToGrid)Updates grid center position
void SetPoints(List<Vector2> points)Sets points.
void SetPoints(List<Point> points)Sets points.
void SetSideBlocksLOS(CELL_SIDE side, bool blocks)Specifies if LOS is blocked through this side (from outside to inside cell)
void SetSideCrossCost(CELL_SIDE side, float cost)Assigns a crossing cost for a given hexagonal side
void SetSize(double w, double h)Sets size.
void SetSize(Vector2 size)Sets the size of the grid in world space coordinates.
void SetTerrain(GameObject terrain)Sets the terrain gameobject. This is equivalent to use the terrainObject property.
Vector3 SnapToCell(Vector3 position, bool worldSpace = true, bool snapToCenter = true)Snaps a position to the grid (Review: verify this description matches current behavior.)
void UpdateBounds()Updates bounds.
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