The Cursed Labyrinth
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Class Hierarchy
Go to the graphical class hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level
1
2
3
]
C
MusicPlayer.BiomeAudio
C
BiomeSequenceController.BiomeEntry
A single step in the sequence: biome profile + its special-room prefab
C
GhostHintDB.BiomeHints
C
PropPopulator.DropPolicy
C
DungeonGrid
Backing 2D grid for dungeon generation and queries
C
DungeonMapIndex
Shared container with per room indices and quick cell lookups
C
GhostPrefabSet.Entry
C
ItemVisualDB.Entry
C
SpecialRoomPlanner.ForcedLink
C
GridPos
C
GhostHintDB.Hint
C
IRoomCarver
C
ISpecialSolver
C
CursedItemsSolver
C
LeverRoomSolver
C
SwordRoomSolver
C
Item
C
KindTile
C
MonoBehaviour
C
BiomePainter
Points the
TilemapVisualizer
to specific Ground/Carpet/Wall tilemaps using reflection
C
BiomeSequenceController
Listens for "special room solved" and builds the next biome; keeps simple run snapshots
C
BiomeTransitionOverlay
C
BiomeTransitionTrigger
C
BreakableProp
C
CarriedSpecialDisplay
C
CursedBiomeController
Binds to the current special room solver and deals damage after a grace period
C
CursedItemRespawnManager
C
CursedItemsSolver
C
Cutscene_MainStory
C
DungeonController
Central owner that builds the dungeon, wires systems, and raises runtime events
C
DungeonController
Central owner that builds the dungeon, wires systems, and raises runtime events
C
DungeonController
Central owner that builds the dungeon, wires systems, and raises runtime events
C
FirstPickupHintListener
C
FollowTarget2D
C
GhostHintAgent
C
GhostHintController
C
GhostHintTrigger
C
GhostOnPlayerSpawn
C
HealthUI
C
HeartsBar
C
HeartsUIController
C
InventoryUI
C
LeverListener
C
LeverRoomSolver
C
LightAim
C
MusicPlayer
C
PickupItem
C
PickupItemDefaults
C
PickupTextUI
C
PlayerHealth
C
PlayerInventory
C
PlayerInventoryInput
C
PlayerRoomTracker
C
PortalExit
Loads the configured ending scene after (an optional) delay
C
PropDropTags
C
PropPopulator
C
PropStrategyBase
Abstract strategy that orders/filters candidate cells for prop placement
C
CornerStrategy
C
InteriorStrategy
C
WallStrategy
C
QuitAfterCutscene
C
QuitButton
C
RoomAdapter
C
SceneLoader
C
SceneMusic
C
SfxController
C
SpawnSelector
C
SpecialRoomCompleteBroadcaster
C
SpecialRoomPlanner
C
SpecialRoomSeeder
C
SpikeTrap
C
SwordDoor
C
SwordRoomSolver
C
TilemapClearer
C
TilemapVisualizer
C
ToggleSpriteOnUse
C
TopDownController
C
TrapManager
Spawns and positions traps per room using filters and counts
C
TypeWriterEffect
C
DungeonMapIndexBuilder.Options
C
PlacementMods
Optional placement overrides for a single spawn
C
SpecialRoomPlanner.Plan
C
PriorityQueue< TElement, TPriority >
C
Room
Immutable room bounds/center plus a mutable
RoomInfo
payload
C
DungeonMapIndex.RoomIndex
C
RoomInfo
Derived room features (interior, edges, corner anchors, entrances, reservations)
C
ScriptableObject
C
BiomeSetup_SO
Authoring asset with map overrides and kind strings for a biome
C
GhostHintDB
C
GhostPrefabSet
C
ItemVisualDB
C
KindTile_DB
C
SpecialRoomSeeder.SeedInfo
Data returned after seeding: tilemaps, occupied rect and (optional) broadcaster
C
PropStrategyBase.SimpleProp
Minimal prop definition for a single placement rule
C
PlayerInventory.Snapshot
Generated by
1.14.0