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* hidden tiles * Update TileSpawningUIController.cs * Update TileSpawningUIController.cs * Update ITileDefinition.cs * Update TileSpawningUIController.cs * Move EditorHidden where clause out * Make EditorHidden a DIM So there's no breaking change * Release notes. --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using System.Collections.Generic;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Map
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{
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/// <summary>
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/// The definition (template) for a grid tile.
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/// </summary>
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public interface ITileDefinition
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{
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/// <summary>
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/// The numeric tile ID used to refer to this tile inside the map datastructure.
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/// </summary>
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ushort TileId { get; }
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/// <summary>
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/// The name of the definition. This is user facing.
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/// </summary>
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string Name { get; }
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/// <summary>
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/// Internal name of the definition.
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/// </summary>
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string ID { get; }
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/// <summary>
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/// The path of the sprite to draw.
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/// </summary>
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ResPath? Sprite { get; }
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/// <summary>
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/// Possible sprites to use if we're neighboring another tile.
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/// </summary>
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Dictionary<Direction, ResPath> EdgeSprites { get; }
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/// <summary>
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/// When drawing adjacent tiles that both specify edge sprites, the one with the higher priority
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/// is always solely drawn.
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/// </summary>
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int EdgeSpritePriority { get; }
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/// <summary>
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/// Physics objects that are interacting on this tile are slowed down by this float.
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/// </summary>
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float Friction { get; }
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/// <summary>
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/// Number of variants this tile has. ALSO DETERMINES THE EXPECTED INPUT TEXTURE SIZE.
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/// </summary>
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byte Variants { get; }
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/// <summary>
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/// Assign a new value to <see cref="TileId"/>, used when registering the tile definition.
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/// </summary>
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/// <param name="id">The new tile ID for this tile definition.</param>
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void AssignTileId(ushort id);
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/// <summary>
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/// Allows you to hide tiles from the tile spawn menu.
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/// </summary>
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bool EditorHidden => false;
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}
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}
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