Dungeon Architect  17.0.0
DungeonArchitect.Builders.Mario.MarioDungeonBuilder Class Reference
Inheritance diagram for DungeonArchitect.Builders.Mario.MarioDungeonBuilder:
DungeonArchitect.DungeonBuilder

Public Member Functions

override void BuildDungeon (DungeonConfig config, DungeonModel model)
 Builds the dungeon layout. In this method, you should build your dungeon layout and save it in your model file No markers should be emitted here. (EmitMarkers function will be called later by the engine to do that) More...
 
override void EmitMarkers ()
 Override the builder's emit marker function to emit our own markers based on the layout that we built You should emit your markers based on the layout you have saved in the model generated previously When the user is designing the theme interactively, this function will be called whenever the graph state changes, so the theme engine can populate the scene (BuildDungeon will not be called if there is no need to rebuild the layout again) More...
 
- Public Member Functions inherited from DungeonArchitect.DungeonBuilder
virtual void OnDestroyed ()
 
virtual bool IsThemingSupported ()
 
virtual bool DestroyDungeonOnRebuild ()
 
virtual void BuildNonThemedDungeon (DungeonSceneProvider sceneProvider, IDungeonSceneObjectInstantiator objectInstantiator)
 
virtual void DebugDraw ()
 
virtual void DebugDrawGizmos ()
 
void EmitCustomMarkers ()
 Emit markers defined by the user (implementation of DungeonMarkerEmitter) More...
 
PropSocket EmitMarker (string SocketType, Matrix4x4 transform, IntVector gridPosition, int cellId)
 
PropSocket EmitMarker (string SocketType, Matrix4x4 transform, IntVector gridPosition, int cellId, object metadata)
 
void EmitMarker (string SocketType, Matrix4x4 _transform, int count, Vector3 InterOffset, IntVector gridPosition, int cellId, Vector3 LogicalToWorldScale)
 
void EmitMarker (string SocketType, Matrix4x4 _transform, int count, Vector3 InterOffset, IntVector gridPosition, int cellId, Vector3 LogicalToWorldScale, object metadata)
 
virtual void OnVolumePositionModified (Volume volume, out IntVector newPositionOnGrid, out IntVector newSizeOnGrid)
 Implementations should override this so that the new logical scale and position is set based on the volume's transformation More...
 

Additional Inherited Members

- Public Attributes inherited from DungeonArchitect.DungeonBuilder
bool asyncBuild = false
 
long maxBuildTimePerFrame = 32
 
Transform asyncBuildStartPosition
 
- Protected Member Functions inherited from DungeonArchitect.DungeonBuilder
virtual LevelMarkerList CreateMarkerListObject (DungeonConfig config)
 
void ClearSockets ()
 
void ProcessMarkerOverrideVolumes ()
 
- Protected Attributes inherited from DungeonArchitect.DungeonBuilder
DungeonConfig config
 
PMRandom nrandom
 
PMRandom random
 
DungeonModel model
 
LevelMarkerList markers = new LevelMarkerList()
 
Blackboard blackboard = new Blackboard()
 
- Properties inherited from DungeonArchitect.DungeonBuilder
bool IsLayoutBuilt [get]
 
LevelMarkerList Markers [get]
 
DungeonModel Model [get]
 
Blackboard Blackboard [get]
 

Detailed Description

Definition at line 19 of file MarioDungeonBuilder.cs.

Member Function Documentation

◆ BuildDungeon()

override void DungeonArchitect.Builders.Mario.MarioDungeonBuilder.BuildDungeon ( DungeonConfig  config,
DungeonModel  model 
)
virtual

Builds the dungeon layout. In this method, you should build your dungeon layout and save it in your model file No markers should be emitted here. (EmitMarkers function will be called later by the engine to do that)

Parameters
configThe builder configuration
modelThe dungeon model that the builder will populate

Reimplemented from DungeonArchitect.DungeonBuilder.

Definition at line 32 of file MarioDungeonBuilder.cs.

◆ EmitMarkers()

override void DungeonArchitect.Builders.Mario.MarioDungeonBuilder.EmitMarkers ( )
virtual

Override the builder's emit marker function to emit our own markers based on the layout that we built You should emit your markers based on the layout you have saved in the model generated previously When the user is designing the theme interactively, this function will be called whenever the graph state changes, so the theme engine can populate the scene (BuildDungeon will not be called if there is no need to rebuild the layout again)

Reimplemented from DungeonArchitect.DungeonBuilder.

Definition at line 54 of file MarioDungeonBuilder.cs.


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