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Game.ArtPipeline.InteriorMappingProcessor+Room

Assembly: Game.ArtPipeline
Namespace: Game.ArtPipeline

Type: class public

Base: System.Object

Code

public class Room
{
    public System.Int32 Floor;
    public System.Int32 RoomID;
    public System.Int32 Facing;
    public System.Int32 RoomIndex;
    public UnityEngine.Bounds Bounds;
    public System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window>> WindowMap;

    public Room();
    public Room(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);

    public System.Void AddWindow(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
    private System.Void AddWindow(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 key, Game.ArtPipeline.InteriorMappingProcessor+Floor floor);
    public System.Boolean Merge(Game.ArtPipeline.InteriorMappingProcessor+Room room, System.Single distance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
}

Fields

  • public System.Int32 Floor
public System.Int32 Floor;
  • public System.Int32 RoomID
public System.Int32 RoomID;
  • public System.Int32 Facing
public System.Int32 Facing;
  • public System.Int32 RoomIndex
public System.Int32 RoomIndex;
  • public UnityEngine.Bounds Bounds
public UnityEngine.Bounds Bounds;
  • public System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window>> WindowMap
public System.Collections.Generic.Dictionary<System.Int32, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Window>> WindowMap;

Constructors

  • public Room()
public Room();
  • public Room(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors)
public Room(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);

Methods

  • public AddWindow(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors) : System.Void
public System.Void AddWindow(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);
  • private AddWindow(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 key, Game.ArtPipeline.InteriorMappingProcessor+Floor floor) : System.Void
private System.Void AddWindow(Game.ArtPipeline.InteriorMappingProcessor+Window window, System.Int32 key, Game.ArtPipeline.InteriorMappingProcessor+Floor floor);
  • public Merge(Game.ArtPipeline.InteriorMappingProcessor+Room room, System.Single distance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors) : System.Boolean
public System.Boolean Merge(Game.ArtPipeline.InteriorMappingProcessor+Room room, System.Single distance, System.Collections.Generic.List<Game.ArtPipeline.InteriorMappingProcessor+Floor> floors);