HOCO Unity SDK 0.0.15-Alpha
A Web3 SDK provided by HoneyComb
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CellData

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...

Inheritance diagram for CellData:
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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
 

Detailed Description

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.

Member Data Documentation

◆ Raduis

int Raduis = 100

The radius of a cel determines how big the cell is in worldspace.

◆ TowerId

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.

◆ FloorId

int FloorId = 0

This is the Floor Index that the Cell lives on.

◆ BlocId

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.

◆ GridId

int GridId = 0

The id of the grid that this cell lives in.

◆ GridColumn

int GridColumn = 0

The Column Index on its current grid and ranges from 0 - ColumnCount.

◆ GridRow

int GridRow = 0

The Row Index on its current grid and ranges from 0 - RowCount.

◆ CellId

int CellId = 0

The id of this cell relative to the grid it lives in.

◆ CellResource

string CellResource = "Dirt"

The resource type that can be gathered from this cell.

◆ CellResourceRate

float CellResourceRate = 1

◆ CellPosition

◆ CellTerritory

int CellTerritory = 0

0 = Default mintable cell, 1 = Town/Entrance cell, 2 = Elevator/Exit Cell, 3 = Boss Cell