The AutoTerrain
data structure contains the metadata used by the Auto Terrain system to render a sprite into an Auto Terrain sprite sheet. It is defined as:
CornerRadiuses : double[4]
InnerCornerRadiuses : double[4]
CutOffs : double[4]
InvertOuterCorners : bool
InvertInnerCorners : bool
TileWidth : int
TileHeight : int
Sides : Dict<int, AutoTerrainSide>
Overrides : Dict<int, AutoTerrainOverride>
Where AutoTerrainSide
is defined as:
SpriteId : string?
Tile : TileMode
TileX : double
TileY : double
U : double
V : double
Rotation : double
IsActive : bool
The TileMode
enum determines whether tiling, stretching or flipping of the sprite takes place. It is defined as:
enum TileMode
{
Tile,
Stretch,
FlipX,
FlipY,
FlipXY,
}
And AutoTerrainOverride
is defined as:
Background : AutoTerrainSide?
Foreground : AutoTerrainSide?
Decal : AutoTerrainSide?