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 123]
 CMusicPlayer.BiomeAudio
 CBiomeSequenceController.BiomeEntryA single step in the sequence: biome profile + its special-room prefab
 CGhostHintDB.BiomeHints
 CPropPopulator.DropPolicy
 CDungeonGridBacking 2D grid for dungeon generation and queries
 CDungeonMapIndexShared container with per room indices and quick cell lookups
 CGhostPrefabSet.Entry
 CItemVisualDB.Entry
 CSpecialRoomPlanner.ForcedLink
 CGridPos
 CGhostHintDB.Hint
 CIRoomCarver
 CISpecialSolver
 CCursedItemsSolver
 CLeverRoomSolver
 CSwordRoomSolver
 CItem
 CKindTile
 CMonoBehaviour
 CBiomePainterPoints the TilemapVisualizer to specific Ground/Carpet/Wall tilemaps using reflection
 CBiomeSequenceControllerListens for "special room solved" and builds the next biome; keeps simple run snapshots
 CBiomeTransitionOverlay
 CBiomeTransitionTrigger
 CBreakableProp
 CCarriedSpecialDisplay
 CCursedBiomeControllerBinds to the current special room solver and deals damage after a grace period
 CCursedItemRespawnManager
 CCursedItemsSolver
 CCutscene_MainStory
 CDungeonControllerCentral owner that builds the dungeon, wires systems, and raises runtime events
 CDungeonControllerCentral owner that builds the dungeon, wires systems, and raises runtime events
 CDungeonControllerCentral owner that builds the dungeon, wires systems, and raises runtime events
 CFirstPickupHintListener
 CFollowTarget2D
 CGhostHintAgent
 CGhostHintController
 CGhostHintTrigger
 CGhostOnPlayerSpawn
 CHealthUI
 CHeartsBar
 CHeartsUIController
 CInventoryUI
 CLeverListener
 CLeverRoomSolver
 CLightAim
 CMusicPlayer
 CPickupItem
 CPickupItemDefaults
 CPickupTextUI
 CPlayerHealth
 CPlayerInventory
 CPlayerInventoryInput
 CPlayerRoomTracker
 CPortalExitLoads the configured ending scene after (an optional) delay
 CPropDropTags
 CPropPopulator
 CPropStrategyBaseAbstract strategy that orders/filters candidate cells for prop placement
 CCornerStrategy
 CInteriorStrategy
 CWallStrategy
 CQuitAfterCutscene
 CQuitButton
 CRoomAdapter
 CSceneLoader
 CSceneMusic
 CSfxController
 CSpawnSelector
 CSpecialRoomCompleteBroadcaster
 CSpecialRoomPlanner
 CSpecialRoomSeeder
 CSpikeTrap
 CSwordDoor
 CSwordRoomSolver
 CTilemapClearer
 CTilemapVisualizer
 CToggleSpriteOnUse
 CTopDownController
 CTrapManagerSpawns and positions traps per room using filters and counts
 CTypeWriterEffect
 CDungeonMapIndexBuilder.Options
 CPlacementModsOptional placement overrides for a single spawn
 CSpecialRoomPlanner.Plan
 CPriorityQueue< TElement, TPriority >
 CRoomImmutable room bounds/center plus a mutable RoomInfo payload
 CDungeonMapIndex.RoomIndex
 CRoomInfoDerived room features (interior, edges, corner anchors, entrances, reservations)
 CScriptableObject
 CBiomeSetup_SOAuthoring asset with map overrides and kind strings for a biome
 CGhostHintDB
 CGhostPrefabSet
 CItemVisualDB
 CKindTile_DB
 CSpecialRoomSeeder.SeedInfoData returned after seeding: tilemaps, occupied rect and (optional) broadcaster
 CPropStrategyBase.SimplePropMinimal prop definition for a single placement rule
 CPlayerInventory.Snapshot