private void CreateRoom(Layer2DDungeonUnit layer, DgDivision.DgRect r) { Guid name = Guid.NewGuid(); Rooms.Add(name, new RoomInformation(r.Top, r.Bottom, r.Right, r.Left, name)); layer.FillRectLTRB(r.Left, r.Top, r.Right, r.Bottom, LoadStatus.Room, name); }
/// <summary> /// DgRectの範囲を塗りつぶす /// </summary> /// <param name="rect">矩形情報</param> private void FillDgRect(DgDivision.DgRect r) { _floor.FillRectLTRB(r.Left, r.Top, r.Right, r.Bottom, NONE); }
/// <summary> /// DgRectの範囲を塗りつぶす /// </summary> /// <param name="rect">矩形情報</param> void FillDgRect(DgDivision.DgRect r) { _layer.FillRectLTRB(r.Left, r.Top, r.Right, r.Bottom, (int)ChipType.Road); }
/// <summary> /// DgRectの範囲を塗りつぶす /// </summary> /// <param name="rect">矩形情報</param> void FillDgRect(DgDivision.DgRect r) { dungeon.FillRectLTRB(r.Left, r.Top, r.Right, r.Bottom, CHIP_NONE); }
/// <summary> /// DgRectの範囲を塗りつぶす /// </summary> /// <param name="rect">矩形情報</param> void FillDgRect(Layer2DDungeonUnit layer, DgDivision.DgRect r, LoadStatus none) { layer.FillRectLTRB(r.Left, r.Top, r.Right, r.Bottom, none, Guid.Empty); }