◆ availableConnectors
◆ 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
◆ debugGenerate
bool ProceduralDungeonGenerator.debugGenerate = false |
◆ doorPercent
int ProceduralDungeonGenerator.doorPercent = 25 |
◆ doorPrefabs
GameObject [] ProceduralDungeonGenerator.doorPrefabs |
◆ dungeonState
◆ exitPrefabs
GameObject [] ProceduralDungeonGenerator.exitPrefabs |
◆ generatedTiles
List<Tile> ProceduralDungeonGenerator.generatedTiles = new List<Tile>() |
◆ hallwayPrefabs
GameObject [] ProceduralDungeonGenerator.hallwayPrefabs |
◆ maxAttempts
int ProceduralDungeonGenerator.maxAttempts = 50 |
◆ 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: