The Cursed Labyrinth
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Minimal prop definition for a single placement rule. More...
Public Types | |
enum | ColliderMode { None , Box , Circle , Capsule } |
enum | WallFilter { Any , TopOnly , NotTop } |
Public Attributes | |
Sprite | sprite |
GameObject | prefab |
float | chance = 0.85f |
int | min = 1 |
int | max = 2 |
int | separation = 1 |
ColliderMode | colliderMode = ColliderMode.None |
bool | colliderIsTrigger = false |
Vector2 | colliderSizeScale = new Vector2(0.9f, 0.9f) |
Vector2 | colliderOffset = Vector2.zero |
WallFilter | wallFilter = WallFilter.Any |
bool | breakable = false |
AudioClip | breakSfx |
float | breakSfxVolume = 1f |
GameObject | breakVfxPrefab |
bool | holdsPotions = false |
bool | holdsSwords = false |
bool | holdsBooks = false |
bool | holdsSkull = false |
bool | holdsHeart = false |
bool | holdsCrown = false |
Minimal prop definition for a single placement rule.
bool PropStrategyBase.SimpleProp.breakable = false |
AudioClip PropStrategyBase.SimpleProp.breakSfx |
float PropStrategyBase.SimpleProp.breakSfxVolume = 1f |
GameObject PropStrategyBase.SimpleProp.breakVfxPrefab |
float PropStrategyBase.SimpleProp.chance = 0.85f |
bool PropStrategyBase.SimpleProp.colliderIsTrigger = false |
ColliderMode PropStrategyBase.SimpleProp.colliderMode = ColliderMode.None |
Vector2 PropStrategyBase.SimpleProp.colliderOffset = Vector2.zero |
Vector2 PropStrategyBase.SimpleProp.colliderSizeScale = new Vector2(0.9f, 0.9f) |
bool PropStrategyBase.SimpleProp.holdsBooks = false |
bool PropStrategyBase.SimpleProp.holdsCrown = false |
bool PropStrategyBase.SimpleProp.holdsHeart = false |
bool PropStrategyBase.SimpleProp.holdsPotions = false |
bool PropStrategyBase.SimpleProp.holdsSkull = false |
bool PropStrategyBase.SimpleProp.holdsSwords = false |
int PropStrategyBase.SimpleProp.max = 2 |
int PropStrategyBase.SimpleProp.min = 1 |
GameObject PropStrategyBase.SimpleProp.prefab |
int PropStrategyBase.SimpleProp.separation = 1 |
Sprite PropStrategyBase.SimpleProp.sprite |
WallFilter PropStrategyBase.SimpleProp.wallFilter = WallFilter.Any |