The Cursed Labyrinth
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CBiomePainter | Points the TilemapVisualizer to specific Ground/Carpet/Wall tilemaps using reflection |
CBiomeSequenceController | Listens for "special room solved" and builds the next biome; keeps simple run snapshots |
CBiomeEntry | A single step in the sequence: biome profile + its special-room prefab |
CBiomeSetup_SO | Authoring asset with map overrides and kind strings for a biome |
CBiomeTransitionOverlay | |
CBiomeTransitionTrigger | |
CBreakableProp | |
CCarriedSpecialDisplay | |
CCornerStrategy | |
CCursedBiomeController | Binds to the current special room solver and deals damage after a grace period |
CCursedItemRespawnManager | |
CCursedItemsSolver | |
CCutscene_MainStory | |
CDungeonController | Central owner that builds the dungeon, wires systems, and raises runtime events |
CDungeonGrid | Backing 2D grid for dungeon generation and queries |
CDungeonMapIndex | Shared container with per room indices and quick cell lookups |
CRoomIndex | |
CFirstPickupHintListener | |
CFollowTarget2D | |
CGhostHintAgent | |
CGhostHintController | |
CGhostHintDB | |
CBiomeHints | |
CHint | |
CGhostHintTrigger | |
CGhostOnPlayerSpawn | |
CGhostPrefabSet | |
CEntry | |
CGridPos | |
CHealthUI | |
CHeartsBar | |
CHeartsUIController | |
CInteriorStrategy | |
CInventoryUI | |
CIRoomCarver | |
CISpecialSolver | |
CItem | |
CItemVisualDB | |
CEntry | |
CKindTile | |
CKindTile_DB | |
CLeverListener | |
CLeverRoomSolver | |
CLightAim | |
CMusicPlayer | |
CBiomeAudio | |
CPickupItem | |
CPickupItemDefaults | |
CPickupTextUI | |
CPlacementMods | Optional placement overrides for a single spawn |
CPlayerHealth | |
CPlayerInventory | |
CSnapshot | |
CPlayerInventoryInput | |
CPlayerRoomTracker | |
CPortalExit | Loads the configured ending scene after (an optional) delay |
CPriorityQueue< TElement, TPriority > | |
CPropDropTags | |
CPropPopulator | |
CDropPolicy | |
CPropStrategyBase | Abstract strategy that orders/filters candidate cells for prop placement |
CSimpleProp | Minimal prop definition for a single placement rule |
CQuitAfterCutscene | |
CQuitButton | |
CRoom | Immutable room bounds/center plus a mutable RoomInfo payload |
CRoomAdapter | |
CRoomInfo | Derived room features (interior, edges, corner anchors, entrances, reservations) |
CSceneLoader | |
CSceneMusic | |
CSfxController | |
CSpawnSelector | |
CSpecialRoomCompleteBroadcaster | |
CSpecialRoomPlanner | |
CForcedLink | |
CPlan | |
CSpecialRoomSeeder | |
CSeedInfo | Data returned after seeding: tilemaps, occupied rect and (optional) broadcaster |
CSpikeTrap | |
CSwordDoor | |
CSwordRoomSolver | |
CTilemapClearer | |
CTilemapVisualizer | |
CToggleSpriteOnUse | |
CTopDownController | |
CTrapManager | Spawns and positions traps per room using filters and counts |
CTypeWriterEffect | |
CWallStrategy |