protected override void GenerateVegetation(ProtoArray <Chunk> map, Random r) { }
public override ProtoArray <Tile> GenerateNaturalFeatures(ProtoArray <Tile> map, Random random) { return(map); }
public override ProtoArray <Tile> GenerateVegetation(ProtoArray <Tile> map, Random random) { return(map); }
protected override ProtoArray <Chunk> GenerateNaturalFeatures(ProtoArray <Chunk> map, Random random) { return(map); }
public override ProtoArray <Tile> GenerateMinerals(ProtoArray <Tile> map, Random random) { return(map); }
protected override ProtoArray <Chunk> GenerateVegetation(ProtoArray <Chunk> map, Random random) { return(map); }
protected override ProtoArray <Chunk> GenerateMinerals(ProtoArray <Chunk> map, Random random) { return(map); }
public override void CalculateTexture(ProtoArray <World.Tile> tiles, Point2D myLocation) { }
protected override void GenerateStructures(ProtoArray <Chunk> map, Random random) { }
protected override void GenerateNaturalFeatures(ProtoArray <Chunk> map, Random random) { }
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);