The Cursed Labyrinth
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RoomInfo Class Referencesealed

Derived room features (interior, edges, corner anchors, entrances, reservations). More...

Public Member Functions

void BuildFromGrid (int id, RectInt bounds, DungeonGrid grid, int edgeBand=2, string corridorKindPrefix="floor_corridor")

Public Attributes

List< Vector2Int > Interior = new()
 (excludes boundary ring)
List< Vector2Int > EdgeBand = new()
 Cells within EdgeBandDistance of any wall.
List< Vector2Int > CornerAnchors = new()
 Cells adjacent to two perpendicular walls.
HashSet< Vector2Int > Entrances = new()
 Interior cells adjacent to corridor tiles.
HashSet< Vector2Int > Occupied = new()

Properties

int Id [get]
RectInt Bounds [get]
Vector2Int Center [get]
int EdgeBandDistance = 2 [get]
string CorridorKindPrefix = "floor_corridor" [get]
int Width [get]
int Height [get]
int Area [get]

Detailed Description

Derived room features (interior, edges, corner anchors, entrances, reservations).

Member Function Documentation

◆ BuildFromGrid()

void RoomInfo.BuildFromGrid ( int id,
RectInt bounds,
DungeonGrid grid,
int edgeBand = 2,
string corridorKindPrefix = "floor_corridor" )

Member Data Documentation

◆ CornerAnchors

List<Vector2Int> RoomInfo.CornerAnchors = new()

Cells adjacent to two perpendicular walls.

◆ EdgeBand

List<Vector2Int> RoomInfo.EdgeBand = new()

Cells within EdgeBandDistance of any wall.

◆ Entrances

HashSet<Vector2Int> RoomInfo.Entrances = new()

Interior cells adjacent to corridor tiles.

◆ Interior

List<Vector2Int> RoomInfo.Interior = new()

(excludes boundary ring)

◆ Occupied

HashSet<Vector2Int> RoomInfo.Occupied = new()

Property Documentation

◆ Area

int RoomInfo.Area
get

◆ Bounds

RectInt RoomInfo.Bounds
get

◆ Center

Vector2Int RoomInfo.Center
get

◆ CorridorKindPrefix

string RoomInfo.CorridorKindPrefix = "floor_corridor"
get

◆ EdgeBandDistance

int RoomInfo.EdgeBandDistance = 2
get

◆ Height

int RoomInfo.Height
get

◆ Id

int RoomInfo.Id
get

◆ Width

int RoomInfo.Width
get

The documentation for this class was generated from the following file:
  • Assets/Scripts/Dungeon/GridAndIndexing/Room.cs