Struct ldtk2::AutoLayerRuleDefinition
source · pub struct AutoLayerRuleDefinition {Show 31 fields
pub active: bool,
pub alpha: f64,
pub break_on_match: bool,
pub chance: f64,
pub checker: Checker,
pub flip_x: bool,
pub flip_y: bool,
pub invalidated: bool,
pub out_of_bounds_value: Option<i64>,
pub pattern: Vec<i64>,
pub perlin_active: bool,
pub perlin_octaves: f64,
pub perlin_scale: f64,
pub perlin_seed: f64,
pub pivot_x: f64,
pub pivot_y: f64,
pub size: i64,
pub tile_ids: Option<Vec<i64>>,
pub tile_mode: TileMode,
pub tile_random_x_max: i64,
pub tile_random_x_min: i64,
pub tile_random_y_max: i64,
pub tile_random_y_min: i64,
pub tile_rects_ids: Vec<Vec<i64>>,
pub tile_x_offset: i64,
pub tile_y_offset: i64,
pub uid: i64,
pub x_modulo: i64,
pub x_offset: i64,
pub y_modulo: i64,
pub y_offset: i64,
}
Expand description
This complex section isn’t meant to be used by game devs at all, as these rules are completely resolved internally by the editor before any saving. You should just ignore this part.
Fields§
§active: bool
If FALSE, the rule effect isn’t applied, and no tiles are generated.
alpha: f64
§break_on_match: bool
When TRUE, the rule will prevent other rules to be applied in the same cell if it matches (TRUE by default).
chance: f64
Chances for this rule to be applied (0 to 1)
checker: Checker
Checker mode Possible values: None
, Horizontal
, Vertical
flip_x: bool
If TRUE, allow rule to be matched by flipping its pattern horizontally
flip_y: bool
If TRUE, allow rule to be matched by flipping its pattern vertically
invalidated: bool
If TRUE, then the rule should be re-evaluated by the editor at one point
out_of_bounds_value: Option<i64>
Default IntGrid value when checking cells outside of level bounds
pattern: Vec<i64>
Rule pattern (size x size)
perlin_active: bool
If TRUE, enable Perlin filtering to only apply rule on specific random area
perlin_octaves: f64
§perlin_scale: f64
§perlin_seed: f64
§pivot_x: f64
X pivot of a tile stamp (0-1)
pivot_y: f64
Y pivot of a tile stamp (0-1)
size: i64
Pattern width & height. Should only be 1,3,5 or 7.
tile_ids: Option<Vec<i64>>
WARNING: this deprecated value is no longer exported since version 1.5.0 Replaced
by: tileRectsIds
tile_mode: TileMode
Defines how tileIds array is used Possible values: Single
, Stamp
tile_random_x_max: i64
Max random offset for X tile pos
tile_random_x_min: i64
Min random offset for X tile pos
tile_random_y_max: i64
Max random offset for Y tile pos
tile_random_y_min: i64
Min random offset for Y tile pos
tile_rects_ids: Vec<Vec<i64>>
Array containing all the possible tile IDs rectangles (picked randomly).
tile_x_offset: i64
Tile X offset
tile_y_offset: i64
Tile Y offset
uid: i64
Unique Int identifier
x_modulo: i64
X cell coord modulo
x_offset: i64
X cell start offset
y_modulo: i64
Y cell coord modulo
y_offset: i64
Y cell start offset
Trait Implementations§
source§impl Clone for AutoLayerRuleDefinition
impl Clone for AutoLayerRuleDefinition
source§fn clone(&self) -> AutoLayerRuleDefinition
fn clone(&self) -> AutoLayerRuleDefinition
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read more