The Cursed Labyrinth
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 CBiomePainterPoints the TilemapVisualizer to specific Ground/Carpet/Wall tilemaps using reflection
 CBiomeSequenceControllerListens for "special room solved" and builds the next biome; keeps simple run snapshots
 CBiomeEntryA single step in the sequence: biome profile + its special-room prefab
 CBiomeSetup_SOAuthoring asset with map overrides and kind strings for a biome
 CBiomeTransitionOverlay
 CBiomeTransitionTrigger
 CBreakableProp
 CCarriedSpecialDisplay
 CCornerStrategy
 CCursedBiomeControllerBinds to the current special room solver and deals damage after a grace period
 CCursedItemRespawnManager
 CCursedItemsSolver
 CCutscene_MainStory
 CDungeonControllerCentral owner that builds the dungeon, wires systems, and raises runtime events
 CDungeonGridBacking 2D grid for dungeon generation and queries
 CDungeonMapIndexShared 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
 CPlacementModsOptional placement overrides for a single spawn
 CPlayerHealth
 CPlayerInventory
 CSnapshot
 CPlayerInventoryInput
 CPlayerRoomTracker
 CPortalExitLoads the configured ending scene after (an optional) delay
 CPriorityQueue< TElement, TPriority >
 CPropDropTags
 CPropPopulator
 CDropPolicy
 CPropStrategyBaseAbstract strategy that orders/filters candidate cells for prop placement
 CSimplePropMinimal prop definition for a single placement rule
 CQuitAfterCutscene
 CQuitButton
 CRoomImmutable room bounds/center plus a mutable RoomInfo payload
 CRoomAdapter
 CRoomInfoDerived room features (interior, edges, corner anchors, entrances, reservations)
 CSceneLoader
 CSceneMusic
 CSfxController
 CSpawnSelector
 CSpecialRoomCompleteBroadcaster
 CSpecialRoomPlanner
 CForcedLink
 CPlan
 CSpecialRoomSeeder
 CSeedInfoData returned after seeding: tilemaps, occupied rect and (optional) broadcaster
 CSpikeTrap
 CSwordDoor
 CSwordRoomSolver
 CTilemapClearer
 CTilemapVisualizer
 CToggleSpriteOnUse
 CTopDownController
 CTrapManagerSpawns and positions traps per room using filters and counts
 CTypeWriterEffect
 CWallStrategy