public BlobWaterStep(RandRange blobs, ITile terrain, int minScale, RandRange startScale) : base(terrain) { this.Blobs = blobs; this.MinScale = minScale; this.StartScale = startScale; }
public RoomGenAngledHall(int turnBias, RandRange width, RandRange height) { this.HallTurnBias = turnBias; this.Brush = new DefaultHallBrush(); this.Width = width; this.Height = height; }
public RoomGenCross(RandRange majorWidth, RandRange majorHeight, RandRange minorHeight, RandRange minorWidth) { this.MajorWidth = majorWidth; this.MajorHeight = majorHeight; this.MinorWidth = minorWidth; this.MinorHeight = minorHeight; }
public RoomGenBlocked(ITile blockTerrain, RandRange width, RandRange height, RandRange blockWidth, RandRange blockHeight) { this.BlockTerrain = blockTerrain; this.Width = width; this.Height = height; this.BlockWidth = blockWidth; this.BlockHeight = blockHeight; }
public PerlinWaterStep(RandRange waterPercent, int complexity, ITile terrain, int softness = default, bool respectFloor = default) : base(terrain) { this.WaterPercent = waterPercent; this.OrderComplexity = complexity; this.OrderSoftness = softness; this.RespectFloor = respectFloor; }
public RoomGenCave(RandRange width, RandRange height) { this.Width = width; this.Height = height; }
public bool Equals(RandRange other) => this.Min == other.Min && this.Max == other.Max;
public RandRange(RandRange other) { this.Min = other.Min; this.Max = other.Max; }
public RoomGenBump(RandRange width, RandRange height, RandRange bumpPercent) { this.Width = width; this.Height = height; this.BumpPercent = bumpPercent; }
public ContextSpawner(RandRange amount) { this.Amount = amount; }
public AddGridDefaultsStep(RandRange defaultRatio) { this.DefaultRatio = defaultRatio; }
public RoomGenAngledHall(int turnBias, RandRange width, RandRange height) { this.HallTurnBias = turnBias; this.Width = width; this.Height = height; }
public SetGridDefaultsStep(RandRange defaultRatio, List <BaseRoomFilter> filter) { this.DefaultRatio = defaultRatio; this.Filters = filter; }
public IntrudingBlobWaterStep(RandRange blobs, ITile terrain, int minScale, RandRange startScale) : base(blobs, terrain, minScale, startScale) { }