Assets | |
Scripts | |
Deprecated | |
BspAndPath | |
BspGenerator.cs | |
BspTypes.cs | |
DefaultPolicies.cs | |
IBspSplitPolicy.cs | |
PathFinder.cs | |
Mapping | |
CorridorWeaver.cs | |
GridPos.cs | Simple integer grid coordinate helper |
Rooms | |
IRoomCarver.cs | Interface for placing a room inside a BSP leaf area |
RoomBundleBuilder.cs | |
RoomIndexer.cs | |
SpecialRoomPlanner.cs | |
Utils | |
GraphUtils.cs | Minimal spanning tree over room centers |
BiomePlanner.cs | |
DungeonController.Generation.cs | |
RuleDrivenVisualizer_SO.cs | |
TileRuleAsset.cs | |
TileRuleDatabase.cs | |
Dungeon | |
Biomes | |
BiomePainter.cs | Overrides TilemapVisualizer tilemaps at runtime for the active biome/prefab |
BiomeSequenceController.cs | Drives progression through biomes and rebuilds the dungeon each step |
BiomeSetup_SO.cs | ScriptableObject holding per-biome map and floor + corridor kinds |
BiomeTransitionOverlay.cs | |
CursedBiomeController.cs | Applies a timed "curse" to the player until the local puzzle is solved |
PortalExit.cs | Simple exit portal that loads a scene when the player enters |
Controller | |
DungeonController.Core.cs | Core orchestrator for dungeon generation, rendering and high-level events |
DungeonController.cs | Empty partial to keep the controller split across files |
DungeonController.Seeded.cs | Seeded growth: stamps the special room and grows rooms and corridors around it |
DungeonController.SpawnAndSystems.cs | Player spawn/placement, camera and lighting setup, HP wiring, and systems |
GridAndIndexing | |
DungeonGrid.cs | Grid model that stores a tile kind per cell and optional room ids |
DungeonMapIndex.cs | Lookup/index data built from the grid and rooms |
DungeonMapIndexBuilder.cs | Builds a DungeonMapIndex from the carved grid and room info |
Room.cs | Carved room representation with bounds, center and derived info |
SpecialRoomCompleteBroadcaster.cs | Emits a "special room solved" event for listeners |
ObjectsInDungeon | |
PropUtils | |
Strategies | |
CornerStrategy.cs | Prop placement strategy that targets corner labeled cells |
InteriorStrategy.cs | Prop placement strategy that targets interior cells |
PropStrategyBase.cs | Base class for prop placement strategies and rule data |
WallStrategy.cs | Prop placement strategy that targets wall-edge cells (top/side filters) |
BreakableProp.cs | Breakable prop that drops items; cursed drops integrate with respawn |
DoorMaskBuilder.cs | Builds a set of cells near doors where props should not spawn |
DropAssigner.cs | Assigns drops to breakable holders and spawns fallback cursed pickups |
PopulatorTypes.cs | Per prop tags used by DropAssigner to find eligible holders |
PropSpawner.cs | Spawns visual/physical props at grid cells and tags them for drops |
RoomClassifier.cs | Classifies room cells into corners, walls, and interior |
PropPopulator.cs | |
SpikeTrap.cs | Reactive spike trap: animates on proximity and applies periodic damage |
TrapManager.cs | Places spike traps in eligible rooms for a given biome tier |
Puzzle | |
Biome1 | |
SwordDoor.cs | Door in the sword room: consumes swords and opens when the puzzle is solved |
SwordRoomSolver.cs | Counter puzzle: feed N swords to open the door |
Biome2 | |
LeverListener.cs | Reads a ToggleSpriteOnUse and emits an event when pulled down |
LeverRoomSolver.cs | Orders colored levers; pull them in sequence under a time limit |
Biome3 | |
CursedItemRespawnManager.cs | One-shot relocation per registration for cursed pickups |
CursedItemSolver.cs | Pedestal logic for the cursed items puzzle (Skull, Heart, Crown) |
ISpecialSolver.cs | Contract for special room solvers to signal completion |
Rendering | |
KindTile_DB.cs | ScriptableObject database mapping string "kinds" to TileBase assets |
TilemapVisualizer.cs | Renders DungeonGrid kinds onto Tilemaps |
Seeding_Runtime | |
BiomeTransitionTrigger.cs | Sign trigger that advances to the next biome or, on the final biome, spawns a portal and loads the ending |
SpawnSelector.cs | Picks a spawn cell farthest from the special room center |
SpecialRoomSeeder.cs | Instantiates the special room prefab and exposes its tilemaps/bounds for generation |
TilemapClearer.cs | Clears Tilemaps under given roots; (optional) destroys tagged spawned objects |
Ghost | |
FirstPickupHintListener.cs | |
GhostHintAgent.cs | Controlls the spawn and destruction of a single ghost hint instance |
GhostHintController.cs | Manages spawning and queueing of ghost hint instances |
GhostHintDB.cs | ScriptableObject database of hint lines per biome, with (optional) per line tags |
GhostHintTrigger.cs | Trigger that shows a ghost hint when the player enters it |
GhostOnPlayerSpawn.cs | Shows a ghost hint when the player spawns once per biome |
GhostPrefabSet.cs | ScriptableObject mapping biome index to a ghost prefab |
Player | |
ControlsAndFollow | |
FollowTarget2D.cs | Follows a target transform in 2D with (optional) offset |
LightAim.cs | Rotates a child light to match the player's facing direction |
PlayerRoomTracker.cs | Detects when the player crosses into a different room and notifies the controller |
TopDownController.cs | 4-way top-down movement |
HP | |
HealthUI.cs | Binds a PlayerHealth to a HeartsBar and keeps it updated. Shows small +HP/-HP text hints |
HeartsBar.cs | Renders HP using a fixed array of Image hearts with partial fill |
HeartsUIController.cs | Orchestrates heart bar binding and hit feedback (pulse+tint) |
PlayerHealth.cs | Player HP model with change and death events and damage/heal |
Inventory | |
CarriedSpecialDisplay.cs | Renders a small sprite above the player for the currently carried cursed item |
InventoryUI.cs | Small HUD that mirrors PlayerInventory counts |
Item.cs | Lightweight item model used by pickups and inventory |
ItemVisualDB.cs | |
PickupItem.cs | World pickup that shows a sprite and can be picked with E (or auto pickup) |
PickupItemDefaults.cs | |
PickupTextUI.cs | |
PlayerInventory.cs | Tracks swords, potions, unique books and (a single) carried cursed item |
PlayerInventoryInput.cs | Minimal input bridge for inventory actions (drop special, use potion) |
Sound | |
MusicController.cs | |
SceneMusic.cs | Sets the music biome when the GameObject is enabled |
SfxController.cs | Simple static SFX player with volume control |
Utilities | |
Cutscene_MainStory.cs | Simple bootstrap cutscene that immediately loads the "Game" scene |
DocGroups.cs | |
DocMainPage.cs | |
PriorityQueue.cs | Minimal binary-heap priority queue for Unity versions without System.Collections.Generic.PriorityQueue |
QuitAfterCutscene.cs | Quits the application after a PlayableDirector cutscene ends, with (optional) delay and hard timeout |
QuitButton.cs | Small helper to quit from scene (used by UI button) |
SceneLoader.cs | Small helper to load a specific scene (used by UI button) |
ToggleSpriteOnUse.cs | Toggles between two sprites when the player presses E inside the trigger |
TypeWriterEffect.cs | Reveals TMP text char by char with (optional) skip/pauses |