* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
25 lines
622 B
C#
25 lines
622 B
C#
using Content.Shared.EntityTable;
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using Content.Shared.Maps;
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using Content.Shared.Storage;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Selects [count] rooms and places external doors to them.
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/// </summary>
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public sealed partial class DungeonEntranceDunGen : IDunGenLayer
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{
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/// <summary>
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/// How many rooms we place doors on.
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/// </summary>
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[DataField]
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public int Count = 1;
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[DataField(required: true)]
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public ProtoId<ContentTileDefinition> Tile;
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[DataField(required: true)]
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public ProtoId<EntityTablePrototype> Contents;
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}
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