public Biome(Game g, nameId bName, typeId bType, Vector2 bSegment, int bWidth, int bHeight, Vector2 bPosition, bool plSpawnHere) { // debug graphics dividerX = g.Content.Load<Texture2D>("misc/divider"); dividerY = g.Content.Load<Texture2D>("misc/divider"); layers = new Layer[1]; layers[0] = new Layer(g.Content, "biome tex/" + name + "_Layer0", 0.8f, this); //layers[1] = new Layer(g.Content, "biome tex/" + name + "Layer1", 0.5f); //layers[2] = new Layer(g.Content, "biome tex/" + name + "Layer2", 0.8f); game = g; name = bName; type = bType; blocktypes = new List<Block>(); blocks = new List<Block>(); spawnPercent = new List<int>(); segment = bSegment; width = bWidth; height = bHeight; position = bPosition; plSpawn = plSpawnHere; drawGrid = false; oldKeyboard = Keyboard.GetState(); }
public typeInfo(typeId id = default, sync.Mutex encInit = default, atomic.Value encoder = default, ref ptr <wireType> wire = default) { this.id = id; this.encInit = encInit; this.encoder = encoder; this.wire = wire; }
public sliceType(CommonType CommonType = default, typeId Elem = default) { this.m_CommonTypeRef = new ptr <CommonType>(CommonType); this.Elem = Elem; }
public mapType(CommonType CommonType = default, typeId Key = default, typeId Elem = default) { this.m_CommonTypeRef = new ptr <CommonType>(CommonType); this.Key = Key; this.Elem = Elem; }
public arrayType(CommonType CommonType = default, typeId Elem = default, long Len = default) { this.m_CommonTypeRef = new ptr <CommonType>(CommonType); this.Elem = Elem; this.Len = Len; }
// recvType loads the definition of a type. private static void recvType(this ptr <Decoder> _addr_dec, typeId id) { ref Decoder dec = ref _addr_dec.val;
public CommonType(@string Name = default, typeId Id = default) { this.Name = Name; this.Id = Id; }
public fieldType(@string Name = default, typeId Id = default) { this.Name = Name; this.Id = Id; }