public sealed class Sandbox.Clutter.ClutterGridSystem : Sandbox.GameObjectSystem
Game object system that manages clutter generation. Handles infinite streaming layers and executes generation jobs.
Constructors
Showing 1 constructors
public ClutterGridSystem(Sandbox.Scene scene)
No results match this filter.
Methods
Showing 8 methods
public void ClearAllPainted()
Clears all painted clutter (both model instances from storage and prefab GameObjects). Does not affect clutter owned by ClutterComponent volumes.
public void ClearComponent(Sandbox.Clutter.ClutterComponent component)
Clears all tiles for a specific component.
public void Erase(Vector3 pos, float radius)
Erase instances. Rebuilds on next frame update. Erases both model batches and prefab GameObjects.
public void Flush()
Flush painted changes and rebuild visual batches immediately.
public void InvalidateTileAt(Sandbox.Clutter.ClutterComponent component, Vector3 worldPosition)
Invalidates the tile at the given world position for a component, causing it to regenerate.
public void Paint(Sandbox.Clutter.ClutterEntry entry, Vector3 pos, Rotation rot, float scale = 1)
Paint instance. Rebuilds on next frame update. Models are batched, Prefabs become GameObjects.
Parameters
scale: Default: 1
No results match this filter.
Properties
Showing 1 properties
public Sandbox.Clutter.ClutterGridSystem.ClutterStorage Sandbox.Clutter.ClutterGridSystem.Storage { get; set; }
Storage for painted clutter model instances. Serialized with the scene - this is the source of truth for painted clutter.
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox.Clutter |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.Clutter.ClutterGridSystem |