2using System.Collections.Generic;
53 return row.id +
"-(" + row.name_JP +
")";
58 protected void _SetThing(ref
string id,
string value)
73 return row.id +
"-" + row.alias +
"(" + row.name_JP +
")";
78 protected void _SetObj(ref
int id,
string value)
93 return row.id +
"-" + row.alias +
"(" + row.name_JP +
")";
113 return row.id +
"-" + row.alias +
"(" + row.name_JP +
")";
137 return row.id +
"-" + row.alias +
"(" + row.name_JP +
")";
142 protected void _SetMat(ref
int id,
string value)
381 return "stairsDown_cave";
383 return "stairs_cave";
391 DoorStyle.FirmWood =>
"46",
392 DoorStyle.Stone =>
"42",
393 DoorStyle.Jail =>
"40",
394 DoorStyle.Rune =>
"43",
409 if (
chara.Count != 0)
418 if (
thing.Count != 0)
460 public List<ClusterObj>
obj;
552 if (!
item.IsSpawnOnBlock)
557 else if (
item.IsSpawnOnBlock)
608 if (desiredDir != -1)
610 thing.dir = desiredDir;
668 if (cell.
obj != 0 || cell.
Things.Count > 0)
672 int count = this.cluster.
obj.Count;
673 for (
int i = 0; i < count + this.cluster.
thing.Count; i++)
724 Debug.Log(
"Initializing Clusters");
void _SetObj(ref int id, string value)
string _GetSpawnList(string id)
void _SetBlock(ref int id, string value)
IEnumerable< string > _SpawnList()
IEnumerable< string > MatRows()
void _SetFloor(ref int id, string value)
IEnumerable< string > ThingRows()
string _GetThing(string id)
IEnumerable< string > ObjRows()
void _SetSpawnList(ref string id, string value)
void _SetMat(ref int id, string value)
IEnumerable< string > FloorRows()
void _SetThing(ref string id, string value)
IEnumerable< string > BlockRows()
override bool TryCreate(Point p)
override bool TryCreate(Point p)
virtual bool IsSpawnOnBlock
virtual bool IsSpawnOnWater
override bool IsSpawnOnWater
override bool IsSpawnOnBlock
virtual bool TryCreate(Point p)
List< ClusterThing > thing
List< SpawnListChara > chara
string GetRandomThingId()
List< SpawnListThing > thing
string GetRandomCharaId()
string GetIdLight(bool wall)
List< Cluster.ItemThing > lights
string GetIdStairs(bool upstairs)
static bool forceInitialize
SourceMaterial.Row _matSub
SourceMaterial.Row MatSub
void Populate(Point point, bool interior=false)
SourceMaterial.Row MatFloor
static SourceManager sources
static SourceManager editorSources
void SetObj(int id=0, int value=1, int dir=0)
static int Range(int min, int max)
Dictionary< string, CardRow > map
SourceSpawnList spawnLists
static Thing Create(string id, int idMat=-1, int lv=-1)
virtual int GetDesiredDir(Point p, int d)
ICollection< TValue > Values
Card AddCard(Card t, Point point)