protected override void GenerateVegetation(ProtoArray <Chunk> map, Random r)
 {
 }
Beispiel #2
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 public override ProtoArray <Tile> GenerateNaturalFeatures(ProtoArray <Tile> map, Random random)
 {
     return(map);
 }
Beispiel #3
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 public override ProtoArray <Tile> GenerateVegetation(ProtoArray <Tile> map, Random random)
 {
     return(map);
 }
Beispiel #4
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 protected override ProtoArray <Chunk> GenerateNaturalFeatures(ProtoArray <Chunk> map, Random random)
 {
     return(map);
 }
Beispiel #5
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 public override ProtoArray <Tile> GenerateMinerals(ProtoArray <Tile> map, Random random)
 {
     return(map);
 }
Beispiel #6
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 protected override ProtoArray <Chunk> GenerateVegetation(ProtoArray <Chunk> map, Random random)
 {
     return(map);
 }
Beispiel #7
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 protected override ProtoArray <Chunk> GenerateMinerals(ProtoArray <Chunk> map, Random random)
 {
     return(map);
 }
 public override void CalculateTexture(ProtoArray <World.Tile> tiles, Point2D myLocation)
 {
 }
Beispiel #9
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 protected override void GenerateStructures(ProtoArray <Chunk> map, Random random)
 {
 }
Beispiel #10
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 protected override void GenerateNaturalFeatures(ProtoArray <Chunk> map, Random random)
 {
 }
Beispiel #11
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 protected override void GenerateMinerals(ProtoArray <Chunk> map, Random random)
 {
 }
 /// <summary>
 /// Calculates the texture for the first time after world generation.
 /// </summary>
 public abstract void CalculateTexture(ProtoArray <World.Base.Tile> tiles, Point2D myLocation);