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DungeonShooting / DungeonShooting_Godot / src / game / room / AutoTileConfig.cs

using System.Collections.Generic;
using Godot;

/// <summary>
/// 房间图块配置信息
/// </summary>
public class AutoTileConfig
{
    public List<Vector2I> MiddleLayerAtlasCoords = new List<Vector2I>()
    {
        new Vector2I(1, 6),
        new Vector2I(2, 6),
        new Vector2I(3, 6),
        new Vector2I(1, 7),
        new Vector2I(2, 7),
        new Vector2I(3, 7),
    };
    
    public List<Vector2I> TopLayerAtlasCoords = new List<Vector2I>()
    {
        new Vector2I(1, 4),
        new Vector2I(1, 3),
        new Vector2I(1, 2),
        new Vector2I(2, 2),
        new Vector2I(3, 2),
        new Vector2I(3, 3),
        new Vector2I(3, 4),
        new Vector2I(11, 2),
        new Vector2I(13, 2),
    };

    public TileCellInfo IN_LT = new TileCellInfo(0, new Vector2I(3, 3));
    public TileCellInfo IN_LB = new TileCellInfo(0, new Vector2I(11, 2));
    public TileCellInfo IN_RT = new TileCellInfo(0, new Vector2I(1, 3));
    public TileCellInfo IN_RB = new TileCellInfo(0, new Vector2I(13, 2));
    public TileCellInfo R = new TileCellInfo(0, new Vector2I(1, 3));
    public TileCellInfo L = new TileCellInfo(0, new Vector2I(3, 3));
    public TileCellInfo T = new TileCellInfo(0, new Vector2I(2, 7));
    public TileCellInfo B = new TileCellInfo(0, new Vector2I(2, 2));
    public TileCellInfo Floor = new TileCellInfo(0, new Vector2I(0, 8));
    
    public TileCellInfo OUT_LT = new TileCellInfo(0, new Vector2I(1, 2));
    public TileCellInfo OUT_LB = new TileCellInfo(0, new Vector2I(1, 7));
    public TileCellInfo OUT_RT = new TileCellInfo(0, new Vector2I(3, 2));
    public TileCellInfo OUT_RB = new TileCellInfo(0, new Vector2I(3, 7));
}