public void InitilizeLandRegion(Land land, Palette <LandRegionSplat> palette) { if (builder != null) { builder.InitilizeLandRegion(land, this); } if (painter != null) { painter.InitilizeLandRegion(land, this, palette); } if (populater != null) { populater.InitilizeLandRegion(land, this); } }
public override void InitilizeLandRegion(Land land, LandRegionType land_region_type) { }
public abstract void PaintLandRegion(Land land, LandRegionType land_region_type, IGrid <LandPoint> grid);
public abstract void InitilizeLandRegion(Land land, LandRegionType land_region_type, Palette <LandRegionSplat> palette);
public override void InitilizeLandRegion(Land land, LandRegionType land_region_type, Palette <LandRegionSplat> palette) { palette.Add(main_splat); palette.Add(secondary_splat); }
public abstract bool BuildLandRegion(Land land, LandRegionType land_region_type, IGrid <LandPoint> grid);
public abstract void InitilizeLandRegion(Land land, LandRegionType land_region_type);
public abstract void PopulateLandRegion(Land land, LandRegionType land_region_type, IGrid <LandPoint> grid, GameObject parent);
public override void PaintLandRegion(Land land, LandRegionType land_region_type, IGrid <LandPoint> grid) { grid.Process(p => GetLandRegionSplats().Process(s => p.PaintLandRegionSplatAlpha(land_region_type, s)) ); }
public override void InitilizeLandRegion(Land land, LandRegionType land_region_type, Palette <LandRegionSplat> palette) { palette.AddRange(GetLandRegionSplats()); }