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Class FogOfWarGrid2D

The main class of the Fog of War feature. (PRO version only)

Inheritance
System.Object
FogOfWarGrid2D
Namespace: Edgar.Unity
Assembly: cs.temp.dll.dll
Syntax
public class FogOfWarGrid2D : MonoBehaviour
Remarks

This class has to be placed on the game object with the camera to which should the effect be applied. See online documentation for information on how to use this feature.

Fields

ColorMode

Declaration
public FogOfWarColorMode ColorMode
Field Value
Type Description
FogOfWarColorMode

FadeInDuration

How long should it take to reveal a tile in the fadeIn mode (in seconds).

Declaration
public float FadeInDuration
Field Value
Type Description
System.Single

FogColor

Color of tiles that are hidden in the fog.

Declaration
public Color FogColor
Field Value
Type Description
Color

FogSmoothness

Controls how many possible fog values there are for every pixel.

Declaration
public int FogSmoothness
Field Value
Type Description
System.Int32

InitialFogTransparency

Declaration
public float InitialFogTransparency
Field Value
Type Description
System.Single

Mode

Mode of the Fog of War effect. Is is either Wave or FadeIn.

Declaration
public FogOfWarMode Mode
Field Value
Type Description
FogOfWarMode
Remarks

Wave - tiles are revealed based on the distance from the player. FadeIn - tiles are revealed uniformly.

Some fields in the inspector are only revealed when a specific mode is used.

RevealCorridors

Whether to reveal nearby tiles of neighboring corridors.

Declaration
public bool RevealCorridors
Field Value
Type Description
System.Boolean

RevealCorridorsGradually

Whether to reveal neighboring corridor tiles gradually.

Declaration
public bool RevealCorridorsGradually
Field Value
Type Description
System.Boolean

RevealCorridorsTiles

How many tiles of neighboring corridors should be revealed.

Declaration
public int RevealCorridorsTiles
Field Value
Type Description
System.Int32

TileGranularity

Controls into how many pixel chunks is each tile divided.

Declaration
public int TileGranularity
Field Value
Type Description
System.Int32

TransitionMode

Transition mode of the effect.

Declaration
public FogOfWarTransitionMode TransitionMode
Field Value
Type Description
FogOfWarTransitionMode
Remarks

The Smooth mode interpolates values between neighboring tiles while the TileBased mode does not.

WaveOrigin

Declaration
public Transform WaveOrigin
Field Value
Type Description
Transform

WaveRevealThreshold

How much time should the tile be completely hidden before revealing it (see online docs).

Declaration
public float WaveRevealThreshold
Field Value
Type Description
System.Single

WaveSpeed

Speed of the wave (tiles per second) when in Wave mode.

Declaration
public float WaveSpeed
Field Value
Type Description
System.Single

Properties

Instance

Declaration
public static FogOfWarGrid2D Instance { get; protected set; }
Property Value
Type Description
FogOfWarGrid2D

Methods

Awake()

Declaration
protected void Awake()

GetMaterial(Camera)

Gets the updated material that can be used to apply the image post-processing effect.

Declaration
public Material GetMaterial(Camera camera)
Parameters
Type Name Description
Camera camera
Returns
Type Description
Material
Remarks

This method must be called in each frame to get the current fog of war information. This method is usually called internally by the tool so you do not have to call it manually.

GetRevealedRooms()

Gets all the rooms that are currently revealed.

Declaration
public IReadOnlyList<RoomInstanceGrid2D> GetRevealedRooms()
Returns
Type Description
System.Collections.Generic.IReadOnlyList<RoomInstanceGrid2D>
Remarks

This method might be useful if you want to save the game and then load it later. Call this method when saving the game and then use RevealRooms() when loading the game.

Reload(Boolean)

Reloads the component, taking already revealed rooms and revealing them again.

Declaration
public void Reload(bool revealImmediately = false)
Parameters
Type Name Description
System.Boolean revealImmediately

Whether to reveal the rooms immediately without any animation.

RevealRoom(RoomInstanceGrid2D, Nullable<Vector3>, Boolean)

Reveals a given room.

Declaration
public void RevealRoom(RoomInstanceGrid2D room, Vector3? waveOrigin = default(Vector3? ), bool revealImmediately = false)
Parameters
Type Name Description
RoomInstanceGrid2D room

Room to be revealed.

System.Nullable<Vector3> waveOrigin

Origin of the wave if the WaveMode is used. If provided, it overrides the waveOrigin given to the Setup() method.

System.Boolean revealImmediately

Whether to reveal the room immediately without any animation.

RevealRoomAndNeighbors(RoomInstanceGrid2D, Nullable<Vector3>, Boolean)

Reveals a given room and all its neighboring rooms.

Declaration
public void RevealRoomAndNeighbors(RoomInstanceGrid2D room, Vector3? waveOrigin = default(Vector3? ), bool revealImmediately = false)
Parameters
Type Name Description
RoomInstanceGrid2D room

Room to be revealed.

System.Nullable<Vector3> waveOrigin

Origin of the wave if the WaveMode is used. If provided, it overrides the waveOrigin given to the Setup() method.

System.Boolean revealImmediately

Whether to reveal the room immediately without any animation.

RevealRooms(List<RoomInstanceGrid2D>, Nullable<Vector3>, Boolean)

Reveals given rooms.

Declaration
public void RevealRooms(List<RoomInstanceGrid2D> rooms, Vector3? waveOrigin = default(Vector3? ), bool revealImmediately = false)
Parameters
Type Name Description
System.Collections.Generic.List<RoomInstanceGrid2D> rooms

Rooms to be revealed.

System.Nullable<Vector3> waveOrigin

Origin of the wave if the WaveMode is used. If provided, it overrides the waveOrigin given to the Setup() method.

System.Boolean revealImmediately

Whether to reveal the rooms immediately without any animation.

Setup(GameObject, Transform)

Setups the component, must be called every time after a level is generated.

Declaration
public void Setup(GameObject generatedLevelRoot, Transform waveOrigin = null)
Parameters
Type Name Description
GameObject generatedLevelRoot

Root game object of the generated level.

Transform waveOrigin

Origin of the fog reveal animation if the Wave mode is used.

Remarks

The waveOrigin parameter is optional if the FadeIn mode is used. The waveOrigin parameter is optional if the waveOrigin position is provided when calling one of the RevealRoom methods.

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