Table of Contents

Class MapRegionLabel

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Marks a named area of the scene. Harvested into the scene's WorldMapDefinition when the world scene details cache is rebuilt.

public class MapRegionLabel : MonoBehaviour
Inheritance
Object
Component
Behaviour
MonoBehaviour
MapRegionLabel
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Remarks

Authored as a component rather than as a row on the definition asset for the same reason spawn positions, teleporters and boundaries are: the value is a place, and a place is placed by dragging it onto the terrain and looking at it, not by typing three floats. The runtime never sees this component — only the baked MapRegionLabelDetails it produces.

Fields

DetailTier

Zoom tier at which the label starts being drawn, lowest first. Continents at 0, provinces at 1, settlements at 2.

[Tooltip("Zoom tier the label appears at. 0 = always, higher = only when zoomed in.")]
public int DetailTier

Field Value

int

Radius

Horizontal radius of the region in metres.

[Tooltip("Horizontal radius of the region in metres.")]
public float Radius

Field Value

float

RegionName

Player-facing name of the region. Falls back to the GameObject name when empty.

[Tooltip("Player-facing name of the region. Uses the GameObject name when empty.")]
public string RegionName

Field Value

string

RequiresDiscovery

Whether the name stays hidden until the player has explored the region.

[Tooltip("Hide the name until the player has explored this region.")]
public bool RequiresDiscovery

Field Value

bool

Properties

ResolvedName

The name this region will be baked with.

public string ResolvedName { get; }

Property Value

string

Methods

ToDetails()

Produces the serializable form baked into the map definition.

public MapRegionLabelDetails ToDetails()

Returns

MapRegionLabelDetails

The baked details for this region.