2using System.Collections.Generic;
61 private Texture2D
tex;
76 public FilterMode
filter = FilterMode.Bilinear;
120 thread.bp.genSetting.seed =
EMono.
rnd(20000);
121 ThreadPool.QueueUserWorkItem(delegate
126 InvokeRepeating(
"CheckThread", 0f, 0.1f);
153 UnityEngine.Object.DestroyImmediate(
tex);
158 wrapMode = TextureWrapMode.Clamp
160 for (
int i = 0; i <
Size *
Size; i++)
177 for (
int l = 0; l <
Size; l++)
179 for (
int m = 0; m <
Size; m++)
205 foreach (
Cell newPoint
in newPoints)
223 num = x - EMono._map.bounds.x +
offsetX;
224 num2 = z - EMono._map.bounds.z +
offsetZ;
226 int num3 = num2 *
Size + num;
227 if (num3 >=
px.Length || num3 < 0)
314 else if (cell.
room !=
null)
329 tex.SetPixel(num, num2,
px[num3]);
SourceMaterial.Row matBlock
SourceMaterial.Row matBridge
SourceMaterial.Row matFloor
bool HasZoneStairs(bool includeLocked=true)
static SourceMaterial.Row sourceSnow
bool Contains(int dx, int dz)
void _RefreshPoint(int x, int z, bool apply=true)
void UpdateMap(List< Cell > newPoints)
void GenerateMap(ZoneBlueprint bp)
void UpdateMap(int x, int z)