Stores bounds and enables for easy retrieval of bounds within a certain position or bounds.
This class is used to exclusively register given bounds to only a single user. Example use cases are buildings
Defines a constructable object for Tycoon Tile terrain.
Contains extension methods for Tycoon Tile.
A placement valid result allows buildings to define different reasons why a placement is invalid.
Helper class for rendering mesh overlays on the Tycoon Tile surface.
Event data for the terrain modified event.
This asset is responsible for containing all terrain type definitions and their respective materials.
This asset defines how a given terrain type is displayed.
Main component for the terrain. This is responsible for storing the internal map state, executing terrain operations and converting between world space and map coordinates.
Represents a raycast hit on a TycoonTile terrain.
This is used to hold a reference for callback purposes.
Represents a north/east/south/west direction. North is the positive z axis. East is positive x axis.
Represents a collection or set of chunks that are marked as dirty. Marking chunks dirty means that their mesh representation will be updated at the end of this frame.
Represents the index of a single corner of a tile.
An IntBound defines a horizontal rectangle of tile positions. It is analogous to the UnityEngine.Bounds class for tile positions.
LandTile struct is responsible for containing the actual height data for each tile corner, as well as a water level. It provides some utility properties and functions on top of this.
The terrain grid class is responsible for containing the LandTile data in a flattened 2D array.
Represents a tile selection of the tycoon tile terrain. This is used with the included tools and previewers.
Two dimensional grid that stores the tile type of each tile.
Represents a corner of a single tile at a given tile position.
This struct is a utility struct that can be used as a pointer within the map grid. \n It holds a position and reference to the map and provides useful functions to interact with the underlying tile. \n User code should use this struct to interact with the underlying tile whenever possible.
Helper class to convert map and tile positions.
Type that defines the type of a tile. Will in turn determine how the tile will look once rendered.
Interface that allows objects to listen for chunk updates.
Callback delegate that is fired after all terrain changes have been applied.