> For the complete documentation index, see [llms.txt](https://giantgrey.gitbook.io/tileworldcreator-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://giantgrey.gitbook.io/tileworldcreator-documentation/api/tileworldcreator.md).

# TileWorldCreator

## API

```csharp
// Namespace
using TWC
```

### GetGeneratedBlueprintMap

```csharp
WorldMap GetGeneratedBlueprintMap(string guid);
```

Returns the final generated map from a blueprint layer as a WorldMap class.\
The WorldMap class contains the `worldPartitionTiles` dictionary which contains all generated data from the map.

* `guid`\
  The layer unique guid or layer name as string

### GetMapOutputFromBlueprintLayer

```csharp
bool[,] GetMapOutputFromBlueprintLayer(string layerName)
bool[,] GetMapOutputFromBlueprintLayer(System.Guid guid)
```

Return the final generated map from a blueprint layer as a bool array.

* `layerName`\
  The blueprint layer name
* `guid`\
  The unique guid of the layer

### GetTileData

```csharp
TileData GetTileData(string layer, Vector3 position)
```

Returns a tile data from the specified position

* `layerName`\
  The blueprint layer name

### SaveBlueprintStack

```csharp
SaveBlueprintStack(string filePath)
```

Save the complete blueprint layer stack

* `filePath`\
  The file path including the file name and extension.

### LoadBlueprintStack

```csharp
LoadBlueprintStack(string filePath)
```

Load the blueprint stack.

* `filePath`\
  The file path including the file name and extension.

### LoadBlueprintStackAndExecute

```csharp
LoadBlueprintStackAndExecute(string filePath)
```

Load the blueprint layer stack and execute all blueprint layers.

* `filePath`\
  The file path including the file name and extension.

### ExecuteAllBlueprintLayers

```csharp
ExecuteAllBlueprintLayers();
```

Executes all layers in the blueprint stack

### ExecuteBlueprintLayer

```csharp
ExecuteBlueprintLayer(string layerName);
```

Execute single blueprint layer specified by name.

* `layerName`\
  The blueprint layer name

### ExecuteBuildLayer

```csharp
ExecuteBuildLayer(string layerName, bool forceRebuild);
```

Execute specific build layer.

* `layerName`\
  The build layer name
* `forceRebuild`\
  Force a complete map rebuild or not.

### ExecuteAllBuildLayers

```csharp
ExecuteAllBuildLayers(bool forceCompleteRebuild);
```

Execute all build layers from the build layer stack.

* `forceCompleteRebuild`\
  Force a complete map rebuild or not.

### UpdatePreviewTexture

```csharp
UpdatePreviewTexture(bool[,] map, Color color, Texture2D previousTexture)
```

Update the preview texture (thumbnail) based on the map and color.\
(Used by the paint modifier action)

* `map`\
  The map which should be displayed as texture
* `color`\
  The color of the preview texture
* `previousTexture`\
  If not null, the last texture which should be merged with the new one.

### ModifyMap

```csharp
ModifyMap(string layerName, int x, int y, bool value);
```

Modify the map at runtime. For this to work, a blueprint layer must have a paint generator assigned.

* `layerName`\
  The blueprint layer name
* `x`\
  The x position on the map
* `y`\
  The y position on the map
* `value`\
  The map modifier value. True = add tile, False = remove tile

### FillMap

```csharp
FillMap(string layerName, bool value);
```

Fill paint map by the value (true or false)

* `layerName`\
  The blueprint layer name with the paint generator
* `value`\
  The value (true or false)

### CopyMap

```csharp
CopyMap(string layerName);
```

Copies the last map output and adds it to the paint modifier so that it can be modified manually.

* `layerName`\
  The blueprint layer name with the paint generator

### GetAction

```csharp
TWCBlueprintAction GetAction(string layerName, string guid);
TWCBlueprintAction GetAction(string layerName, int layerIndex);
```

Get an action from the blueprint layer stack by its guid or layer index

* `layerName`\
  The blueprint layer name
* `guid` or `layerIndex`\
  The unique guid of the action or the layer index

### SetCustomRandomSeed

```csharp
SetCustomRandomSeed(int seed);
```

Set a custom random seed for the map generation.\
When setting a custom random seed the random seed also gets activated. Use DisableCustomRandomSeed, to disable it again.

* `seed`\
  The custom random seed

### DisableCustomRandomSeed

```csharp
DisableCustomRandomSeed();
```

Disable custom random seed
