readTintOpacity
readTintOpacity(
metadata):object
Defined in: packages/declarative-hex-worlds/src/asset-source/tileset.ts:144
The per-placement tint + opacity read off flat placement metadata, so a game can
drive fog-of-war / season / team shading over a shared atlas from the sim.
Metadata is flat (Record<string, string|number|boolean|null>), so the tint is
carried as three sibling keys:
tintR/tintG/tintB(channels[0, 1]) →tint— ONLY when ALL three are present AND finite numbers (a partial/typo’d tint is ignored, never a half-applied colour);opacity(a number) →opacity— ONLY when it’s a finite number in[0, 1]. Anything else is omitted, leaving the request on its default opaque/untinted path.
Parameters
Section titled “Parameters”metadata
Section titled “metadata”Readonly<Record<string, string | number | boolean | null>>
Returns
Section titled “Returns”object
opacity?
Section titled “opacity?”
optionalopacity?:number
optionaltint?:AssetTint