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DungeonShooting / DungeonShooting_Godot / src / framework / map / TileCellData.cs
@小李xl 小李xl on 9 Jan 2024 985 bytes 存储和读取房间Tile数据
  1.  
  2. using Godot;
  3.  
  4. /// <summary>
  5. /// 地图cell属性信息
  6. /// </summary>
  7. public class TileCellData
  8. {
  9. public TileCellData(int sourceId, Vector2I autoTileCoords, uint terrainPeering, byte terrainType, int defaultLayer)
  10. {
  11. SourceId = sourceId;
  12. AutoTileCoords = autoTileCoords;
  13. TerrainPeering = terrainPeering;
  14. TerrainType = terrainType;
  15. DefaultLayer = defaultLayer;
  16. }
  17.  
  18. /// <summary>
  19. /// 在TileSet中的图块id, 也就是sourceId
  20. /// </summary>
  21. public int SourceId;
  22. /// <summary>
  23. /// 如果是图块集, 该属性就表示在图块集的位置
  24. /// </summary>
  25. public Vector2I AutoTileCoords;
  26. /// <summary>
  27. /// 地形掩码, 0 表示没有配置地形
  28. /// </summary>
  29. public uint TerrainPeering;
  30.  
  31. /// <summary>
  32. /// 默认存放层级
  33. /// </summary>
  34. public int DefaultLayer;
  35. /// <summary>
  36. /// 地形类型
  37. /// </summary>
  38. public byte TerrainType;
  39. }