forked from mirrors/NBTExplorer
Added per-chunkref toggle for automatic relighting. Added manual whole-chunk relighting to chunkref, which severely improves generation speed of new chunks. Added first complete example, a "Flat Map" world generator.
This commit is contained in:
parent
c6ee97a53b
commit
8cb719f200
6 changed files with 319 additions and 9 deletions
56
Substrate/SubstrateCS/Examples/Examples.sln
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56
Substrate/SubstrateCS/Examples/Examples.sln
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Microsoft Visual Studio Solution File, Format Version 10.00
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# Visual C# Express 2008
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Convert", "Convert\Convert.csproj", "{5BD42656-9BCF-4C55-8272-A5D3507EFDF3}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FlatMap", "FlatMap\FlatMap.csproj", "{EDA894F2-00AF-456B-9D07-591ED61A9AE7}"
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EndProject
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||||||
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BlockReplace", "BlockReplace\BlockReplace.csproj", "{6D24D262-34D3-43A6-B066-1312A0C72B16}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GiveItem", "GiveItem\GiveItem.csproj", "{426B01F4-B0C0-488E-8A5A-5531C8DFA98C}"
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EndProject
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||||||
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MoveSpawn", "MoveSpawn\MoveSpawn.csproj", "{15C04C0C-FD50-47E9-B62C-AA0A814189ED}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Skyscraper", "Skyscraper\Skyscraper.csproj", "{83F55F54-7253-4B4D-BC37-E9D1CB63E0B8}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Test", "Test\Test.csproj", "{B34A66B6-6A3B-42FC-AF39-74A30F487840}"
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EndProject
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Global
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||||||
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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||||||
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||||
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{5BD42656-9BCF-4C55-8272-A5D3507EFDF3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||||
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{5BD42656-9BCF-4C55-8272-A5D3507EFDF3}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||||
|
{5BD42656-9BCF-4C55-8272-A5D3507EFDF3}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||||
|
{5BD42656-9BCF-4C55-8272-A5D3507EFDF3}.Release|Any CPU.Build.0 = Release|Any CPU
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||||||
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{EDA894F2-00AF-456B-9D07-591ED61A9AE7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||||
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{EDA894F2-00AF-456B-9D07-591ED61A9AE7}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||||
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{EDA894F2-00AF-456B-9D07-591ED61A9AE7}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||||
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{EDA894F2-00AF-456B-9D07-591ED61A9AE7}.Release|Any CPU.Build.0 = Release|Any CPU
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||||||
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{6D24D262-34D3-43A6-B066-1312A0C72B16}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||||
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{6D24D262-34D3-43A6-B066-1312A0C72B16}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{6D24D262-34D3-43A6-B066-1312A0C72B16}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||||
|
{6D24D262-34D3-43A6-B066-1312A0C72B16}.Release|Any CPU.Build.0 = Release|Any CPU
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||||||
|
{426B01F4-B0C0-488E-8A5A-5531C8DFA98C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||||
|
{426B01F4-B0C0-488E-8A5A-5531C8DFA98C}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||||
|
{426B01F4-B0C0-488E-8A5A-5531C8DFA98C}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||||
|
{426B01F4-B0C0-488E-8A5A-5531C8DFA98C}.Release|Any CPU.Build.0 = Release|Any CPU
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||||||
|
{15C04C0C-FD50-47E9-B62C-AA0A814189ED}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||||
|
{15C04C0C-FD50-47E9-B62C-AA0A814189ED}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{15C04C0C-FD50-47E9-B62C-AA0A814189ED}.Release|Any CPU.ActiveCfg = Release|Any CPU
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|
{15C04C0C-FD50-47E9-B62C-AA0A814189ED}.Release|Any CPU.Build.0 = Release|Any CPU
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|
{83F55F54-7253-4B4D-BC37-E9D1CB63E0B8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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|
{83F55F54-7253-4B4D-BC37-E9D1CB63E0B8}.Debug|Any CPU.Build.0 = Debug|Any CPU
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|
{83F55F54-7253-4B4D-BC37-E9D1CB63E0B8}.Release|Any CPU.ActiveCfg = Release|Any CPU
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|
{83F55F54-7253-4B4D-BC37-E9D1CB63E0B8}.Release|Any CPU.Build.0 = Release|Any CPU
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{B34A66B6-6A3B-42FC-AF39-74A30F487840}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{B34A66B6-6A3B-42FC-AF39-74A30F487840}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{B34A66B6-6A3B-42FC-AF39-74A30F487840}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{B34A66B6-6A3B-42FC-AF39-74A30F487840}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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52
Substrate/SubstrateCS/Examples/FlatMap/FlatMap.csproj
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52
Substrate/SubstrateCS/Examples/FlatMap/FlatMap.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>9.0.30729</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{EDA894F2-00AF-456B-9D07-591ED61A9AE7}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>FlatMap</RootNamespace>
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<AssemblyName>FlatMap</AssemblyName>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Substrate, Version=0.2.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\bin\Release\Substrate.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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99
Substrate/SubstrateCS/Examples/FlatMap/Program.cs
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99
Substrate/SubstrateCS/Examples/FlatMap/Program.cs
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using System;
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using Substrate;
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// FlatMap is an example of generating worlds from scratch with Substrate.
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// It will produce a completely flat, solid map with grass, dirt, stone,
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// and bedrock layers. On a powerful workstation, creating 400 of these
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// chunks only takes a few seconds.
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namespace FlatMap
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{
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class Program
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{
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static void Main (string[] args)
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{
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string dest = "F:\\Minecraft\\test";
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int xmin = -10;
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int xmax = 10;
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int zmin = -10;
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int zmaz = 10;
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// This will instantly create any necessary directory structure
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BetaWorld world = BetaWorld.Create(dest);
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ChunkManager cm = world.GetChunkManager();
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// We can set different world parameters
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world.Level.LevelName = "Flatlands";
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// We'll create chunks at chunk coordinates xmin,zmin to xmax,zmax
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for (int xi = xmin; xi < xmax; xi++) {
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for (int zi = zmin; zi < zmaz; zi++) {
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// This line will create a default empty chunk, and create a
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// backing region file if necessary (which will immediately be
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// written to disk)
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ChunkRef chunk = cm.CreateChunk(xi, zi);
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// Auto light recalculation is horrifically bad for creating
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// chunks from scratch, because we're placing thousands
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// of blocks. Turn it off.
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chunk.AutoRecalcLight = false;
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// Set the blocks
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FlatChunk(chunk, 64);
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// Reset and rebuild the lighting for the entire chunk at once
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chunk.RebuildBlockLight();
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chunk.RebuildSkyLight();
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Console.WriteLine("Built Chunk {0},{1}", chunk.X, chunk.Z);
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// Save the chunk to disk so it doesn't hang around in RAM
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cm.Save();
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}
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}
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// Save all remaining data (including a default level.dat)
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// If we didn't save chunks earlier, they would be saved here
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world.Save();
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}
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static void FlatChunk (ChunkRef chunk, int height)
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{
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// Create bedrock
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for (int y = 0; y < 2; y++) {
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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chunk.SetBlockID(x, y, z, (int)BlockType.BEDROCK);
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}
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}
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}
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// Create stone
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for (int y = 2; y < height - 5; y++) {
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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chunk.SetBlockID(x, y, z, (int)BlockType.STONE);
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}
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}
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}
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// Create dirt
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for (int y = height - 5; y < height - 1; y++) {
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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chunk.SetBlockID(x, y, z, (int)BlockType.DIRT);
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}
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}
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}
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// Create grass
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for (int y = height - 1; y < height; y++) {
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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chunk.SetBlockID(x, y, z, (int)BlockType.GRASS);
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}
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}
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}
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}
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}
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}
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("FlatMap")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("Microsoft")]
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[assembly: AssemblyProduct("FlatMap")]
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[assembly: AssemblyCopyright("Copyright © Microsoft 2011")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("588c8d46-5ffb-4593-b48a-9529cf6fcede")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -19,6 +19,8 @@ namespace Substrate
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private bool _dirty;
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private bool _dirty;
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private bool _autoLight = true;
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public int X
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public int X
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{
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{
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get { return _container.ChunkGlobalX(_cx); }
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get { return _container.ChunkGlobalX(_cx); }
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@ -29,8 +31,6 @@ namespace Substrate
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get { return _container.ChunkGlobalZ(_cz); }
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get { return _container.ChunkGlobalZ(_cz); }
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}
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}
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public int LocalX
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public int LocalX
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{
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{
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get { return _container.ChunkLocalX(_cx); }
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get { return _container.ChunkLocalX(_cx); }
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@ -41,6 +41,12 @@ namespace Substrate
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get { return _container.ChunkLocalZ(_cz); }
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get { return _container.ChunkLocalZ(_cz); }
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}
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}
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public bool AutoRecalcLight
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{
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get { return _autoLight; }
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set { _autoLight = value; }
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}
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public ChunkRef (IChunkContainer container, IChunkCache cache, int cx, int cz)
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public ChunkRef (IChunkContainer container, IChunkCache cache, int cx, int cz)
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{
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{
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_container = container;
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_container = container;
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@ -268,6 +274,7 @@ namespace Substrate
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if (GetChunk().SetBlockID(lx, ly, lz, id)) {
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if (GetChunk().SetBlockID(lx, ly, lz, id)) {
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MarkDirty();
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MarkDirty();
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if (_autoLight) {
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BlockInfo info2 = GetChunk().GetBlockInfo(lx, ly, lz);
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BlockInfo info2 = GetChunk().GetBlockInfo(lx, ly, lz);
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if (info1.Luminance != info2.Luminance || info1.Opacity != info2.Opacity) {
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if (info1.Luminance != info2.Luminance || info1.Opacity != info2.Opacity) {
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UpdateBlockLight(lx, ly, lz);
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UpdateBlockLight(lx, ly, lz);
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@ -277,6 +284,7 @@ namespace Substrate
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_update.Enqueue(new BlockKey(lx, ly, lz));
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_update.Enqueue(new BlockKey(lx, ly, lz));
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UpdateSkyLight();
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UpdateSkyLight();
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}
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}
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}
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return true;
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return true;
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}
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}
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@ -430,6 +438,48 @@ namespace Substrate
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private BitArray _lightbit;
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private BitArray _lightbit;
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private Queue<BlockKey> _update;
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private Queue<BlockKey> _update;
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public void RebuildBlockLight ()
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{
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for (int x = 0; x < XDim; x++) {
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for (int z = 0; z < ZDim; z++) {
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for (int y = 0; y < YDim; y++) {
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BlockInfo info = GetBlockInfo(x, y, z);
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if (info == null || info.Luminance == 0) {
|
||||||
|
SetBlockLight(x, y, z, 0);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
SetBlockLight(x, y, z, Math.Max(info.Luminance - info.Opacity, 0));
|
||||||
|
QueueRelight(new BlockKey(x, y, z));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateBlockLight();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RebuildSkyLight ()
|
||||||
|
{
|
||||||
|
for (int x = 0; x < XDim; x++) {
|
||||||
|
for (int z = 0; z < ZDim; z++) {
|
||||||
|
int height = GetHeight(x, z);
|
||||||
|
for (int y = 0; y < YDim; y++) {
|
||||||
|
if (y > height) {
|
||||||
|
SetBlockLight(x, y, z, BlockInfo.MAX_LUMINANCE);
|
||||||
|
}
|
||||||
|
else if (y < height) {
|
||||||
|
SetBlockLight(x, y, z, 0);
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
QueueRelight(new BlockKey(x, y, z));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateSkyLight();
|
||||||
|
}
|
||||||
|
|
||||||
private void UpdateBlockLight (int lx, int ly, int lz)
|
private void UpdateBlockLight (int lx, int ly, int lz)
|
||||||
{
|
{
|
||||||
BlockKey primary = new BlockKey(lx, ly, lz);
|
BlockKey primary = new BlockKey(lx, ly, lz);
|
||||||
|
@ -442,6 +492,11 @@ namespace Substrate
|
||||||
QueueRelight(new BlockKey(lx, ly, lz - 1));
|
QueueRelight(new BlockKey(lx, ly, lz - 1));
|
||||||
QueueRelight(new BlockKey(lx, ly, lz + 1));
|
QueueRelight(new BlockKey(lx, ly, lz + 1));
|
||||||
|
|
||||||
|
UpdateBlockLight();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateBlockLight ()
|
||||||
|
{
|
||||||
while (_update.Count > 0) {
|
while (_update.Count > 0) {
|
||||||
BlockKey k = _update.Dequeue();
|
BlockKey k = _update.Dequeue();
|
||||||
int index = LightBitmapIndex(k);
|
int index = LightBitmapIndex(k);
|
||||||
|
|
|
@ -17,6 +17,8 @@ namespace Substrate
|
||||||
{
|
{
|
||||||
string WorldPath { get; }
|
string WorldPath { get; }
|
||||||
|
|
||||||
|
Level Level { get; }
|
||||||
|
|
||||||
IBlockManager GetBlockManager ();
|
IBlockManager GetBlockManager ();
|
||||||
IBlockManager GetBlockManager (int dim);
|
IBlockManager GetBlockManager (int dim);
|
||||||
|
|
||||||
|
@ -171,6 +173,11 @@ namespace Substrate
|
||||||
get { return _path; }
|
get { return _path; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Level Level
|
||||||
|
{
|
||||||
|
get { return _level; }
|
||||||
|
}
|
||||||
|
|
||||||
IBlockManager INBTWorld.GetBlockManager ()
|
IBlockManager INBTWorld.GetBlockManager ()
|
||||||
{
|
{
|
||||||
return GetBlockManager();
|
return GetBlockManager();
|
||||||
|
@ -370,6 +377,11 @@ namespace Substrate
|
||||||
get { return _path; }
|
get { return _path; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Level Level
|
||||||
|
{
|
||||||
|
get { return _level; }
|
||||||
|
}
|
||||||
|
|
||||||
IBlockManager INBTWorld.GetBlockManager ()
|
IBlockManager INBTWorld.GetBlockManager ()
|
||||||
{
|
{
|
||||||
return GetBlockManager();
|
return GetBlockManager();
|
||||||
|
|
Loading…
Reference in a new issue