public VGGBSPDungeon ( int mValueRoom, int mValuePath, int mValueSolid = 1, int mSplits = 2, int mMinimumSplitDistance = 4, int mSplitOffset = 1, bool mIsConnected = true, bool mIsCarved = true, int mCarveOffset, int mRemoveChancePercent = 5, bool mIsBorder = true ) : System | ||
mValueRoom | int | |
mValuePath | int | |
mValueSolid | int | |
mSplits | int | |
mMinimumSplitDistance | int | |
mSplitOffset | int | |
mIsConnected | bool | |
mIsCarved | bool | |
mCarveOffset | int | |
mRemoveChancePercent | int | |
mIsBorder | bool | |
return | System |
public VGGBSPDungeon(int mValueRoom = 0, int mValuePath = 0, int mValueSolid = 1, int mSplits = 2, int mMinimumSplitDistance = 4, int mSplitOffset = 1,
bool mIsConnected = true, bool mIsCarved = true, int mCarveOffset = 0, int mRemoveChancePercent = 5, bool mIsBorder = true)
{
ValueRoom = mValueRoom;
ValuePath = mValuePath;
ValueSolid = mValueSolid;
Splits = mSplits;
MinimumSplitDistance = mMinimumSplitDistance;
SplitOffset = mSplitOffset;
FinalAreas = new List<VGArea>();
IsConnected = mIsConnected;
IsCarved = mIsCarved;
CarveOffset = mCarveOffset;
RemoveChancePercent = mRemoveChancePercent;
IsBorder = mIsBorder;
}