pub struct AutoLayerRuleDefinition {Show 22 fields
pub active: bool,
pub break_on_match: bool,
pub chance: f64,
pub checker: Checker,
pub flip_x: bool,
pub flip_y: 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: Vec<i64>,
pub tile_mode: TileMode,
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.
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
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: Vec<i64>
Array of all the tile IDs. They are used randomly or as stamps, based on tileMode
value.
tile_mode: TileMode
Defines how tileIds array is used Possible values: Single
, Stamp
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