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* Refactor TileEdgeOverlay * weh * Updates * exweh * Stupid weh noises * I am le stupid * Add logging about tile atlas build time Seems fine, but wanted to check. * Don't over-allocate edge tile region array * Add DirectionExtensions.AllDirections * Clean up iteration in ClydeTileDefinitionManager * Don't stackalloc large chunk edge buffers, other code cleanup. * More release notes --------- Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
41 lines
1.3 KiB
C#
41 lines
1.3 KiB
C#
using System.Collections.Generic;
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using Robust.Client.Graphics;
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using Robust.Shared.Graphics;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Robust.Client.Map
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{
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/// <summary>
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/// Stores a texture atlas of all the tile definitions for efficient rendering.
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/// </summary>
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internal interface IClydeTileDefinitionManager : ITileDefinitionManager
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{
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Box2 ErrorTileRegion { get; }
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/// <summary>
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/// The texture atlas containing all the tiles.
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/// </summary>
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Texture TileTextureAtlas { get; }
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/// <summary>
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/// Gets the region inside the texture atlas to use to draw a tile.
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/// </summary>
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/// <returns>If null, do not draw the tile at all.</returns>
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Box2[]? TileAtlasRegion(Tile tile);
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/// <summary>
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/// Gets the region inside the texture atlas to use to draw a tile type.
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/// </summary>
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/// <returns>If null, do not draw the tile at all.</returns>
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Box2[]? TileAtlasRegion(int tileType);
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/// <summary>
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/// Gets the region inside the texture atlas to use to draw a tile type.
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/// Also handles edge sprites.
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/// </summary>
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/// <returns>If null, do not draw the tile at all.</returns>
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public Box2[]? TileAtlasRegion(int tileType, Direction direction);
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}
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}
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