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layer_noise

Source: base/tealdef/gui/layers/layer_noise.d.tl

Notes

The "Noise" map layer (button menu.layers.noiseButton).

LayerNoise

record global base/tealdef/gui/layers/layer_noise.d.tl:3

global record LayerNoise

Load: local layer_noise = ug_require "::/gui/layers/layer_noise.tl" as LayerNoise

Notes

The "Noise" layer, which shows noise emission and the affected town buildings.

Fields

Name Type Description
Legend Recipe0 Recipe of the legend (noise emission and affected buildings).In game Noise Emission · Affected Buildings used 1× in the base game
Layer Recipe<LayersButtonRidge.LayerContentParam> Recipe of the layer window content. used 1× in the base game
HudIconMaster Recipe2<Builtin.HudIconParam, LayersButtonRidge.HudIconUserParam> HUD icon recipe of the layer; default icons for vehicles, notifications and the noise rating for towns. used 1× in the base game

Functions

getConfig() : LayerConfig base/tealdef/gui/layers/layer_noise.d.tl:4

Call as layer_noise.getConfig(…)

Notes

Builds the layer config.

Returns LayerConfig: A new LayerConfig with the averaged noise map, emitter coloring and town building impact coloring.

Used in the base game: 1 time in 1 file

base/content/gui/gui/entity_window/town/town.tl:1004

layerConfig = layer_noise.getConfig()

getHudIconPreFilter() : {Engine.ComponentType} base/tealdef/gui/layers/layer_noise.d.tl:7

Call as layer_noise.getHudIconPreFilter(…)

Notes

Component types that get HUD icons in this layer.

Returns {Engine.ComponentType}: TRANSPORT_VEHICLE and TOWN.

Used in the base game: 1 time in 1 file

base/content/gui/gui/entity_window/entity_window_hud.tl:613

filter = layer_noise.getHudIconPreFilter()