3D Dungeon Crawler
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ProceduralDungeonGenerator Class Reference
Inheritance diagram for ProceduralDungeonGenerator:

Public Attributes

int seed
 
bool useSeed = false
 
bool randomSeed = false
 
GameObject[] startPrefabs
 
GameObject[] tilePrefabs
 
GameObject[] hallwayPrefabs
 
GameObject[] bossRoomPrefabs
 
GameObject[] blockedPrefabs
 
GameObject[] doorPrefabs
 
GameObject[] exitPrefabs
 
int roomCount = 10
 
int branchCount = 10
 
int branchLength = 5
 
int doorPercent = 25
 
float constructionDelay = 0.1f
 
DungeonState dungeonState = DungeonState.inactive
 
List< TilegeneratedTiles = new List<Tile>()
 
List< ConnectoravailableConnectors = new List<Connector>()
 
bool debugGenerate = false
 
KeyCode reloadKey = KeyCode.Space
 
KeyCode toggleMapKey = KeyCode.M
 
bool useBoxColliders = false
 
bool useLights = false
 
bool restoreLights = false
 
FloorTextOverlay counter
 
BakeNavMesh navMesh
 
int maxAttempts = 50
 
UnityAction OnFinishBuilding
 

Member Data Documentation

◆ availableConnectors

List<Connector> ProceduralDungeonGenerator.availableConnectors = new List<Connector>()

◆ blockedPrefabs

GameObject [] ProceduralDungeonGenerator.blockedPrefabs

◆ bossRoomPrefabs

GameObject [] ProceduralDungeonGenerator.bossRoomPrefabs

◆ branchCount

int ProceduralDungeonGenerator.branchCount = 10

◆ branchLength

int ProceduralDungeonGenerator.branchLength = 5

◆ constructionDelay

float ProceduralDungeonGenerator.constructionDelay = 0.1f

◆ counter

FloorTextOverlay ProceduralDungeonGenerator.counter

◆ debugGenerate

bool ProceduralDungeonGenerator.debugGenerate = false

◆ doorPercent

int ProceduralDungeonGenerator.doorPercent = 25

◆ doorPrefabs

GameObject [] ProceduralDungeonGenerator.doorPrefabs

◆ dungeonState

DungeonState ProceduralDungeonGenerator.dungeonState = DungeonState.inactive

◆ exitPrefabs

GameObject [] ProceduralDungeonGenerator.exitPrefabs

◆ generatedTiles

List<Tile> ProceduralDungeonGenerator.generatedTiles = new List<Tile>()

◆ hallwayPrefabs

GameObject [] ProceduralDungeonGenerator.hallwayPrefabs

◆ maxAttempts

int ProceduralDungeonGenerator.maxAttempts = 50

◆ navMesh

BakeNavMesh ProceduralDungeonGenerator.navMesh

◆ OnFinishBuilding

UnityAction ProceduralDungeonGenerator.OnFinishBuilding

◆ randomSeed

bool ProceduralDungeonGenerator.randomSeed = false

◆ reloadKey

KeyCode ProceduralDungeonGenerator.reloadKey = KeyCode.Space

◆ restoreLights

bool ProceduralDungeonGenerator.restoreLights = false

◆ roomCount

int ProceduralDungeonGenerator.roomCount = 10

◆ seed

int ProceduralDungeonGenerator.seed

◆ startPrefabs

GameObject [] ProceduralDungeonGenerator.startPrefabs

◆ tilePrefabs

GameObject [] ProceduralDungeonGenerator.tilePrefabs

◆ toggleMapKey

KeyCode ProceduralDungeonGenerator.toggleMapKey = KeyCode.M

◆ useBoxColliders

bool ProceduralDungeonGenerator.useBoxColliders = false

◆ useLights

bool ProceduralDungeonGenerator.useLights = false

◆ useSeed

bool ProceduralDungeonGenerator.useSeed = false

The documentation for this class was generated from the following file: