Class ZoneManager
Manager for adding custom Locations, Vegetation and Clutter.
Inherited Members
Namespace: Jotunn.Managers
Assembly: Jotunn.dll
Syntax
public class ZoneManager
Properties
Name | Description |
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Instance | The singleton instance of this manager. |
Methods
Name | Description |
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AddCustomClutter(CustomClutter) | Register a CustomClutter to be added to the ClutterSystem |
AddCustomLocation(CustomLocation) | Register a CustomLocation to be added to the ZoneSystem |
AddCustomVegetation(CustomVegetation) | Register a CustomVegetation to be added to the ZoneSystem |
AnyBiomeOf(params Biome[]) | Return a Heightmap.Biome that matches any of the provided Biomes |
CreateClonedLocation(string, string) | Create a CustomLocation that is a deep copy of the original. Changes will not affect the original. The CustomLocation is already registered in the manager. |
CreateLocationContainer(AssetBundle, string) | Loads and spawns a GameObject from an AssetBundle as a location container. The copy is disabled, so any Components in instantiated child GameObjects will not start their lifecycle. Use this if you plan to alter your location prefab in code after importing it. Don't create a separate container if you won't alter the prefab afterwards as it creates a new instance for the container. |
CreateLocationContainer(GameObject) | Create a copy that is disabled, so any Components in instantiated child GameObjects will not start their lifecycle. Use this if you plan to alter your location prefab in code after importing it. Don't create a separate container if you won't alter the prefab afterwards as it creates a new instance for the container. |
CreateLocationContainer(string) | Create an empty GameObject that is disabled, so any Components in instantiated GameObjects will not start their lifecycle. |
DestroyCustomLocation(string) | Destroy a CustomLocation by its name. Removes the CustomLocation from the manager and from the ZoneSystem if instantiated. |
GetClutter(string) | Get a Clutter by its name. Search hierarchy:
|
GetCustomLocation(string) | Get a custom location by name. |
GetMatchingBiomes(Biome) | Returns a list of all Heightmap.Biome that match biome |
GetZoneLocation(string) | Get a ZoneLocation by its name. Search hierarchy:
|
GetZoneVegetation(string) | Get a ZoneVegetation by its name. Search hierarchy:
|
RegisterLocationInZoneSystem(ZoneLocation) | Register a single ZoneLocaton in the current ZoneSystem.
Also adds the location prefabs to the PrefabManager and ZNetScene if necessary. No mock references are fixed. |
RemoveCustomClutter(string) | Remove a CustomClutter from this manager by its name. Does not remove it from any current ClutterSystem instance. |
RemoveCustomLocation(string) | Remove a CustomLocation by its name. Removes the CustomLocation from the manager. Does not remove the location from any current ZoneSystem instance. |
RemoveCustomVegetation(string) | Remove a CustomVegetation from this manager by its name. Does not remove it from any current ZoneSystem instance. |
Events
Name | Description |
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OnClutterRegistered | Event that gets fired after all CustomClutter are registered in the ClutterSystem. Your code will execute every time a new ClutterSystem is available. If you want to execute just once you will need to unregister from the event after execution. |
OnLocationsRegistered | Event that gets fired after all CustomLocation are registered in the ZoneSystem. Your code will execute every time a new ZoneSystem is available. If you want to execute just once you will need to unregister from the event after execution. |
OnVanillaClutterAvailable | Event that gets fired after the vanilla clutter is in memory and available obtain. Your code will execute every time a new ClutterSystem is available. If you want to execute just once you will need to unregister from the event after execution. |
OnVanillaLocationsAvailable | Event that gets fired after the vanilla locations are in memory and available for cloning or editing. Your code will execute every time a new ZoneSystem is available. If you want to execute just once you will need to unregister from the event after execution. |
OnVanillaVegetationAvailable | Event that gets fired after the vanilla vegetation is in memory and available obtain. Your code will execute every time a new ZoneSystem is available. If you want to execute just once you will need to unregister from the event after execution. |
OnVegetationRegistered | Event that gets fired after all CustomVegetation are registered in the ZoneSystem. Your code will execute every time a new ZoneSystem is available. If you want to execute just once you will need to unregister from the event after execution. |