Class MapRegionLabel
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
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ObjectComponentBehaviourMonoBehaviourMapRegionLabel
- Inherited Members
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MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.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.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.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.nameObject.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
Radius
Horizontal radius of the region in metres.
[Tooltip("Horizontal radius of the region in metres.")]
public float Radius
Field Value
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
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
Properties
ResolvedName
The name this region will be baked with.
public string ResolvedName { get; }
Property Value
Methods
ToDetails()
Produces the serializable form baked into the map definition.
public MapRegionLabelDetails ToDetails()
Returns
- MapRegionLabelDetails
The baked details for this region.