95 int <Height>k__BackingField =
outputMap.<Height>k__BackingField;
181 float y = lightColor.
Y;
182 float z = lightColor.
Z;
221 float y2 = lightColor.
Y;
222 float z = lightColor.
Z;
246 if (!drawInvisibleWalls)
class f__AnonymousType0<< Count > j__TPar
void ExportBatchFinished(int index)
bool IsTileNullOrTouchingNull(int x, int y)
void ExportTo(int startX, int startY, int endX, int endY, int lightStartX, int lightStartY, LightMap outputMap)
void GetTileLight(int x, int y, [Out] Vector3 outputColor)
LightMaskMode GetTileMask(Tile tile)
void ApplyWallLight(Tile tile, int x, int y, FastRandom localRandom, Vector3 lightColor)
ThreadedRenderManager.BatchProcessCallback _processBatchFinishedCallback
void ApplySurfaceLight(Tile tile, int x, int y, Vector3 lightColor)
LightMaskMode GetMaskMode(int x, int y)
ThreadedRenderManager.BatchProcessCallback ExportBatchFinishedCallback
void ApplyTileLight(Tile tile, int x, int y, FastRandom localRandom, Vector3 lightColor)
void ApplyHellLight(Tile tile, int x, int y, Vector3 lightColor)
bool LightIsBlocked(Tile tile)
ThreadedRenderManager _threadManager
void ExportTo(Rectangle area, LightMap outputMap)
void ExportToThreaded(Rectangle area, LightMap outputMap)
void ApplyLiquidLight(Tile tile, Vector3 lightColor)
static bool ShouldShowInvisibleWalls()
static float[] liquidAlpha
static int UnderworldLayer
static bool InWorld(int x, int y, int fluff=0)
ThreadedRenderManager.RenderThreadInstance[] DrawThreads
void WaitAndProcess(ThreadedRenderManager.BatchProcessCallback callback, int numberOfThreads)
static FastRandom CreateWithRandomSeed()