The Cursed Labyrinth
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Spawns and positions traps per room using filters and counts. More...
Public Member Functions | |
void | SetGridContext (Transform gr, TilemapVisualizer visualizer) |
void | Build (DungeonGrid grid, List< Room > rooms, Func< string, int > resolveTier, bool[,] carpetMask=null) |
Build traps for the current dungeon build. |
Spawns and positions traps per room using filters and counts.
void TrapManager.Build | ( | DungeonGrid | grid, |
List< Room > | rooms, | ||
Func< string, int > | resolveTier, | ||
bool | carpetMask[,] = null ) |
Build traps for the current dungeon build.
grid | Source grid |
rooms | Rooms to consider for placement |
resolveTier | Maps a floor kind string to a biome tier index |
carpetMask | Optional mask that excludes cells from placement |
Only rooms in the desired tier are considered. Within a room, candidates are chosen from edge/interior cells that pass CanPlaceOn.
void TrapManager.SetGridContext | ( | Transform | gr, |
TilemapVisualizer | visualizer ) |