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- using Content.Shared.Maps;
- using Content.Shared.Tag;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Utility;
- namespace Content.Shared.Procedural;
- [Prototype]
- public sealed partial class DungeonRoomPrototype : IPrototype
- {
- [IdDataField] public string ID { get; private set; } = string.Empty;
- [ViewVariables(VVAccess.ReadWrite), DataField]
- public List<ProtoId<TagPrototype>> Tags = new();
- [DataField(required: true)]
- public Vector2i Size;
- /// <summary>
- /// Path to the file to use for the room.
- /// </summary>
- [DataField("atlas", required: true)]
- public ResPath AtlasPath;
- /// <summary>
- /// Tile offset into the atlas to use for the room.
- /// </summary>
- [DataField(required: true)]
- public Vector2i Offset;
- /// <summary>
- /// These tiles will be ignored when copying from the atlas into the actual game,
- /// allowing you to make rooms of irregular shapes that blend seamlessly into their surroundings
- /// </summary>
- [DataField]
- public ProtoId<ContentTileDefinition>? IgnoreTile;
- }
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