DungeonRoomPrototype.cs 1.0 KB

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  1. using Content.Shared.Maps;
  2. using Content.Shared.Tag;
  3. using Robust.Shared.Prototypes;
  4. using Robust.Shared.Utility;
  5. namespace Content.Shared.Procedural;
  6. [Prototype]
  7. public sealed partial class DungeonRoomPrototype : IPrototype
  8. {
  9. [IdDataField] public string ID { get; private set; } = string.Empty;
  10. [ViewVariables(VVAccess.ReadWrite), DataField]
  11. public List<ProtoId<TagPrototype>> Tags = new();
  12. [DataField(required: true)]
  13. public Vector2i Size;
  14. /// <summary>
  15. /// Path to the file to use for the room.
  16. /// </summary>
  17. [DataField("atlas", required: true)]
  18. public ResPath AtlasPath;
  19. /// <summary>
  20. /// Tile offset into the atlas to use for the room.
  21. /// </summary>
  22. [DataField(required: true)]
  23. public Vector2i Offset;
  24. /// <summary>
  25. /// These tiles will be ignored when copying from the atlas into the actual game,
  26. /// allowing you to make rooms of irregular shapes that blend seamlessly into their surroundings
  27. /// </summary>
  28. [DataField]
  29. public ProtoId<ContentTileDefinition>? IgnoreTile;
  30. }