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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...
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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...
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override bool | IsThemingSupported () |
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override void | BuildNonThemedDungeon (DungeonSceneProvider sceneProvider, IDungeonSceneObjectInstantiator objectInstantiator) |
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override void | DebugDrawGizmos () |
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override void | DebugDraw () |
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virtual void | OnDestroyed () |
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virtual bool | DestroyDungeonOnRebuild () |
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void | EmitCustomMarkers () |
| Emit markers defined by the user (implementation of DungeonMarkerEmitter) More...
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PropSocket | EmitMarker (string SocketType, Matrix4x4 transform, IntVector gridPosition, int cellId) |
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PropSocket | EmitMarker (string SocketType, Matrix4x4 transform, IntVector gridPosition, int cellId, object metadata) |
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void | EmitMarker (string SocketType, Matrix4x4 _transform, int count, Vector3 InterOffset, IntVector gridPosition, int cellId, Vector3 LogicalToWorldScale) |
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void | EmitMarker (string SocketType, Matrix4x4 _transform, int count, Vector3 InterOffset, IntVector gridPosition, int cellId, Vector3 LogicalToWorldScale, object metadata) |
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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...
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virtual Bounds | GetBounds (GameObject target) |
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virtual Matrix4x4[] | FindAttachmentTransforms (ref Matrix4x4 ParentModuleTransform, ref Matrix4x4 IncomingDoorTransform, ref Matrix4x4 AttachmentDoorTransform) |
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virtual LevelMarkerList | CreateMarkerListObject (DungeonConfig config) |
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void | ClearSockets () |
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void | ProcessMarkerOverrideVolumes () |
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Definition at line 13 of file SnapBuilder.cs.
◆ BuildDungeon()
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
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config | The builder configuration |
model | The dungeon model that the builder will populate |
Reimplemented from DungeonArchitect.DungeonBuilder.
Definition at line 26 of file SnapBuilder.cs.
◆ EmitMarkers()
override void DungeonArchitect.Builders.Snap.SnapBuilder.EmitMarkers |
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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 39 of file SnapBuilder.cs.
The documentation for this class was generated from the following file:
- C:/gamedev/unity/DA20.1X/Assets/CodeRespawn/DungeonArchitect/Scripts/Builders/Snap/SnapBuilder.cs