Show / Hide Table of Contents

Class Slot

A slot is a cube that should be filled by a TransformedModule.

At the start of a collapse, a Slot might have the choice of many TransformedModules. Collapsing the map will attempt to remove modules from slots until one is left in every slot.

If the collapse is successful, each Slot will have one TransformedModule in CarbideFunction.Wildtile.Slot.availableModules.

If the collapse is unsuccessful then some Slots will become wildcards. Wildcards can connect to any TransformedModule in neighbouring slots.

You can also set a slot to be a wildcard before starting a collapse.

Inheritance
System.Object
Slot
Inherited Members
System.Object.ToString()
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
Namespace: CarbideFunction.Wildtile
Syntax
public class Slot

Fields

isWildcard

Wildcard slots can connect to any neighbour TransformedModules.

When collapsing, TransformedModules are normally removed if the neighbour slots contain no modules that share their face layouts. If the neighbour slot is a wildcard then this check is skipped.

Declaration
public bool isWildcard
Field Value
Type Description
System.Boolean

Properties

AvailableModules

Readonly access to the available modules for this slot. Will change throughout a collapse.

Declaration
public IReadOnlyList<TransformedModule> AvailableModules { get; }
Property Value
Type Description
IReadOnlyList<TransformedModule>

Position

Readonly access to the position for this slot. Remains static throughout a collapse.

Declaration
public Vector3 Position { get; }
Property Value
Type Description
Vector3
In This Article
Generated by DocFX Version: 4.1.0 - click to show/hide other versions