Shared container with per room indices and quick cell lookups.
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Dictionary< int, RoomIndex > | Rooms = new Dictionary<int, RoomIndex>() [get] |
| Map from room id to index info.
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Dictionary< Vector2Int, int > | CellToRoom = new Dictionary<Vector2Int, int>() [get] |
| Quick lookup: which room id (or -1) a given cell belongs to.
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HashSet< Vector2Int > | CorridorCells = new HashSet<Vector2Int>() [get] |
| Corridor cells across the map (optional but useful for placement)
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HashSet< Vector2Int > | EntranceCells = new HashSet<Vector2Int>() [get] |
| Entrance cells (doors) across the map.
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Shared container with per room indices and quick cell lookups.
◆ AddCorridor()
void DungeonMapIndex.AddCorridor |
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Vector2Int | cell | ) |
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◆ AddEntrance()
void DungeonMapIndex.AddEntrance |
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Vector2Int | cell, |
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int | roomId ) |
◆ AddInterior()
void DungeonMapIndex.AddInterior |
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Vector2Int | cell, |
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int | roomId ) |
◆ GetOrCreateRoomIndex()
◆ SetCellRoom()
void DungeonMapIndex.SetCellRoom |
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Vector2Int | cell, |
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int | roomId ) |
◆ CellToRoom
Dictionary<Vector2Int, int> DungeonMapIndex.CellToRoom = new Dictionary<Vector2Int, int>() |
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get |
Quick lookup: which room id (or -1) a given cell belongs to.
◆ CorridorCells
HashSet<Vector2Int> DungeonMapIndex.CorridorCells = new HashSet<Vector2Int>() |
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get |
Corridor cells across the map (optional but useful for placement)
◆ EntranceCells
HashSet<Vector2Int> DungeonMapIndex.EntranceCells = new HashSet<Vector2Int>() |
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get |
Entrance cells (doors) across the map.
◆ Rooms
Map from room id to index info.
The documentation for this class was generated from the following file: