Magnetoculus Visualisation de champs en VR avec Oculus

Public Member Functions | Protected Member Functions | List of all members
GenericTownGenerator Class Reference
Inheritance diagram for GenericTownGenerator:

## Public Member Functions
MeshInformation | CreateMeshInfo (int textureID)
Public Member Functions inherited from Generator
delegate void | GenerationEventWithArgs (float generationProgress, string generationText)
delegate void | GenerationEvent ()
delegate void | ErrorEvent (string message)
void | StartGeneration ()

## Protected Member Functions
override void | CreateRepresentationInformation ()
override IEnumerator | AsynchronousGeneration ()
Protected Member Functions inherited from Generator
void | FileError (string message)
void | TriggerGenerationProgressEvent (float generationProgress, string generationText)
void | TriggerGenerationStartEvent ()
void | TriggerGenerationEndEvent ()
void | TriggerGenerationErrorEvent (string message)

## Additional Inherited Members
Protected Attributes inherited from Generator
GameObject | m_ChunkPrefab
RepresentationNavigation | m_RepresentationManagerPanel
FileInfoManager | m_FileInfoManager
string | m_FileName
GameObject | m_Representation
Mesh | m_Mesh
Events inherited from Generator
static GenerationEvent | GenerationStartEvent
static GenerationEventWithArgs | GenerationProgressEvent
static GenerationEvent | GenerationEndEvent
static ErrorEvent | GenerationErrorEvent

## Detailed Description

This Generator access the database to generate a town. Warning: there is a bug in Unity when loading .TIF textures, thus the user should convert the textures to .jpg format, as this script will try to find files with that extension.

## Member Function Documentation

## ◆ AsynchronousGeneration()

override IEnumerator GenericTownGenerator.AsynchronousGeneration | ( |  | ) |
| protected virtual

The generation is a coroutine so we can check its state and display it on a progress bar.

Implements Generator.

## ◆ CreateMeshInfo()

MeshInformation GenericTownGenerator.CreateMeshInfo | ( | int | textureID | ) |

Parameters

  textureName | the name of the texture use as key in the m_Meshes Dictionary.

Create a MeshInformation for a specific texture, and bind them together via the m_Meshes Dictionary. If the texture does exist the method will load it and give it to the mesh.

## ◆ CreateRepresentationInformation()

override void GenericTownGenerator.CreateRepresentationInformation | ( |  | ) |
| protected virtual

Implements Generator.

The documentation for this class was generated from the following file:

- Assets/Scripts/Representation/GenericTownGenerator.cs