using Content.Shared.Decals; using Content.Shared.Maps; using Robust.Shared.Noise; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List; namespace Content.Shared.Procedural.DungeonLayers; public sealed partial class SampleDecalDunGen : IDunGenLayer { /// /// Reserve any tiles we update. /// [DataField] public bool ReserveTiles = true; [DataField(customTypeSerializer:typeof(PrototypeIdListSerializer))] public List AllowedTiles { get; private set; } = new(); /// /// Divide each tile up by this amount. /// [DataField] public float Divisions = 1f; [DataField] public FastNoiseLite Noise { get; private set; } = new(0); [DataField] public float Threshold { get; private set; } = 0.8f; [DataField] public bool Invert { get; private set; } = false; [DataField(required: true)] public List> Decals = new(); }