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: boolIf FALSE, the rule effect isn’t applied, and no tiles are generated.
break_on_match: boolWhen TRUE, the rule will prevent other rules to be applied in the same cell if it matches (TRUE by default).
chance: f64Chances for this rule to be applied (0 to 1)
checker: CheckerChecker mode Possible values: None, Horizontal, Vertical
flip_x: boolIf TRUE, allow rule to be matched by flipping its pattern horizontally
flip_y: boolIf 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: boolIf TRUE, enable Perlin filtering to only apply rule on specific random area
perlin_octaves: f64§perlin_scale: f64§perlin_seed: f64§pivot_x: f64X pivot of a tile stamp (0-1)
pivot_y: f64Y pivot of a tile stamp (0-1)
size: i64Pattern 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: TileModeDefines how tileIds array is used Possible values: Single, Stamp
uid: i64Unique Int identifier
x_modulo: i64X cell coord modulo
x_offset: i64X cell start offset
y_modulo: i64Y cell coord modulo
y_offset: i64Y cell start offset