Class SyncTree
Syntax
public sealed class SyncTree
Constructors
SyncTree()
Declaration
Properties
Bounds
Declaration
public Bounds Bounds { get; }
Property Value
DelayMode
Declaration
public HlodMode DelayMode { get; set; }
Property Value
Depth
Declaration
public int Depth { get; }
Property Value
HasRootSyncNode
Declaration
public bool HasRootSyncNode { get; }
Property Value
IsDirty
Declaration
public bool IsDirty { get; set; }
Property Value
IsPreloading
Declaration
public bool IsPreloading { get; set; }
Property Value
ObjectCount
Declaration
public int ObjectCount { get; }
Property Value
RootNode
Declaration
public SyncTree.Node RootNode { get; }
Property Value
SyncNodeCount
Declaration
public int SyncNodeCount { get; }
Property Value
UseHlods
Declaration
public bool UseHlods { get; set; }
Property Value
UsePreloading
Declaration
public bool UsePreloading { get; set; }
Property Value
Methods
Add(SyncNode)
Declaration
public void Add(SyncNode syncNode)
Parameters
Type |
Name |
Description |
SyncNode |
syncNode |
|
Add(SyncTree.IObject)
Declaration
public void Add(SyncTree.IObject obj)
Parameters
Clear()
Declaration
Remove(SyncNode)
Declaration
public void Remove(SyncNode syncNode)
Parameters
Type |
Name |
Description |
SyncNode |
syncNode |
|
Remove(SyncTree.IObject)
Declaration
public void Remove(SyncTree.IObject obj)
Parameters
Search(Vector3, Func<SyncTree.Node, Boolean>, Func<SyncTree.IObject, Single>, List<SyncTree.Object>, List<SyncTree.Node>, List<(DynamicGuid, HlodState)>, Int32)
Declaration
public void Search(Vector3 origin, Func<SyncTree.Node, bool> predicate, Func<SyncTree.IObject, float> prioritizer, List<SyncTree.Object> objectOutput, List<SyncTree.Node> nodeOutput, List<(DynamicGuid, HlodState)> hlodStateOutput, int maxResultsCount = 2147483647)
Parameters
TryCreateObject(DynamicEntry, out SyncTree.IObject)
Declaration
public static bool TryCreateObject(DynamicEntry dynamicEntry, out SyncTree.IObject obj)
Parameters
Returns