The Cursed Labyrinth
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Listens for "special room solved" and builds the next biome; keeps simple run snapshots. More...
Classes | |
struct | BiomeEntry |
A single step in the sequence: biome profile + its special-room prefab. More... |
Public Member Functions | |
void | StartFirstBiome () |
Begin the sequence from biome 0. | |
void | TryRestartCurrentBiome () |
void | NextBiome () |
Kick off building the next biome. |
Public Attributes | |
List< BiomeEntry > | biomes = new List<BiomeEntry>() |
DungeonController | dungeonController |
SpecialRoomSeeder | specialRoomSeeder |
SpawnSelector | spawnSelector |
TilemapClearer | tilemapClearer |
int | currentBiomeIndex = -1 |
Properties | |
List< Room > | CurrentRooms [get] |
Rooms of the current build. |
Listens for "special room solved" and builds the next biome; keeps simple run snapshots.
void BiomeSequenceController.NextBiome | ( | ) |
Kick off building the next biome.
void BiomeSequenceController.StartFirstBiome | ( | ) |
Begin the sequence from biome 0.
Resets currentBiomeIndex then advances to the first biome.
void BiomeSequenceController.TryRestartCurrentBiome | ( | ) |
List<BiomeEntry> BiomeSequenceController.biomes = new List<BiomeEntry>() |
int BiomeSequenceController.currentBiomeIndex = -1 |
DungeonController BiomeSequenceController.dungeonController |
SpawnSelector BiomeSequenceController.spawnSelector |
SpecialRoomSeeder BiomeSequenceController.specialRoomSeeder |
TilemapClearer BiomeSequenceController.tilemapClearer |
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get |
Rooms of the current build.