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HOCO Unity SDK 0.0.15-Alpha
A Web3 SDK provided by HoneyComb
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A Cell is a point in worldspace that uses properties to define its Positio, Bounds and other features. The Cell is meant to be a persistant object that lives on the block chain as a NFT, but the data in this class can be used as metadata to allow the players to nteract with this persistant instance of a Cell. More...
Public Attributes | |
| int | Raduis = 100 |
| The radius of a cel determines how big the cell is in worldspace. | |
| string | TowerId = string.Empty |
| This is the UniqueId among the whole project It is made out of the FloorId_BlocId combo and formated to fit A cell with a BlocId of 300 on floor 20 will have the TowerId of 020_0300. | |
| int | FloorId = 0 |
| This is the Floor Index that the Cell lives on. | |
| int | BlocId = 0 |
| The id that is to be minted on the block It is also the Index of the CellData in the CellManager.Cells cache. | |
| int | GridId = 0 |
| The id of the grid that this cell lives in. | |
| int | GridColumn = 0 |
| The Column Index on its current grid and ranges from 0 - ColumnCount. | |
| int | GridRow = 0 |
| The Row Index on its current grid and ranges from 0 - RowCount. | |
| int | CellId = 0 |
| The id of this cell relative to the grid it lives in. | |
| string | CellResource = "Dirt" |
| The resource type that can be gathered from this cell. | |
| float | CellResourceRate = 1 |
| CellPosition | CellPosition = new CellPosition() |
| int | CellTerritory = 0 |
| 0 = Default mintable cell, 1 = Town/Entrance cell, 2 = Elevator/Exit Cell, 3 = Boss Cell | |
Public Attributes inherited from NFTData | |
| string | name = string.Empty |
| The name of this NFT. | |
| string | description = string.Empty |
| The description of this NFT. | |
| string | image = string.Empty |
| The URL path on IPFS from the metadata. | |
| string | external_url = string.Empty |
A Cell is a point in worldspace that uses properties to define its Positio, Bounds and other features. The Cell is meant to be a persistant object that lives on the block chain as a NFT, but the data in this class can be used as metadata to allow the players to nteract with this persistant instance of a Cell.
| int Raduis = 100 |
The radius of a cel determines how big the cell is in worldspace.
| string TowerId = string.Empty |
This is the UniqueId among the whole project It is made out of the FloorId_BlocId combo and formated to fit A cell with a BlocId of 300 on floor 20 will have the TowerId of 020_0300.
| int FloorId = 0 |
This is the Floor Index that the Cell lives on.
| int BlocId = 0 |
The id that is to be minted on the block It is also the Index of the CellData in the CellManager.Cells cache.
| int GridId = 0 |
The id of the grid that this cell lives in.
| int GridColumn = 0 |
The Column Index on its current grid and ranges from 0 - ColumnCount.
| int GridRow = 0 |
The Row Index on its current grid and ranges from 0 - RowCount.
| int CellId = 0 |
The id of this cell relative to the grid it lives in.
| string CellResource = "Dirt" |
The resource type that can be gathered from this cell.
| float CellResourceRate = 1 |
| CellPosition CellPosition = new CellPosition() |
| int CellTerritory = 0 |
0 = Default mintable cell, 1 = Town/Entrance cell, 2 = Elevator/Exit Cell, 3 = Boss Cell