Dungeon Architect
17.0.0
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Public Attributes | |
SnapModuleEntry[] | Modules |
Specify the list of modules here. These modules would be stitched together to create your level More... | |
SnapFlowAsset | snapFlow |
bool | runGraphGenerationScripts = false |
Grammar production rule graphs can be built using user specified scripts. Check this if they should be re-run (and hence regenerate the graph) while processing the graph grammar More... | |
bool | RotateModulesToFit = true |
float | CollisionTestContraction = 1 |
When modules are stitched together, the builder makes sure they do not overlap. This parameter is used to control the tolerance level. If set to 0, even the slightest overlap with a nearby module would not create an adjacent module Leaving to a small number like 100, would tolerate an overlap with nearby module by 100 unreal units. Adjust this depending on your art asset More... | |
int | MaxProcessingPower = 1000000 |
Sometimes, the search space is too large (with billions of possibilities) and if a valid path cannot be easily found (e.g. due to existing occluded geometry) the search would take too long. This value makes sure the build doesn't hang and bails out early with the best result it has found till that point. Increase the value to have better quality result in those cases. Decrease if you notice the build taking too long or if build speed is a priority (e.g. if you are building during runtime). A good value is ~1000000 More... | |
Public Attributes inherited from DungeonArchitect.DungeonConfig | |
uint | Seed = 0 |
Additional Inherited Members | |
Public Member Functions inherited from DungeonArchitect.DungeonConfig | |
virtual bool | HasValidConfig (ref string errorMessage) |
virtual bool | IsMode2D () |
Definition at line 17 of file SnapConfig.cs.
float DungeonArchitect.Builders.Snap.SnapConfig.CollisionTestContraction = 1 |
When modules are stitched together, the builder makes sure they do not overlap. This parameter is used to control the tolerance level. If set to 0, even the slightest overlap with a nearby module would not create an adjacent module Leaving to a small number like 100, would tolerate an overlap with nearby module by 100 unreal units. Adjust this depending on your art asset
Definition at line 51 of file SnapConfig.cs.
int DungeonArchitect.Builders.Snap.SnapConfig.MaxProcessingPower = 1000000 |
Sometimes, the search space is too large (with billions of possibilities) and if a valid path cannot be easily found (e.g. due to existing occluded geometry) the search would take too long. This value makes sure the build doesn't hang and bails out early with the best result it has found till that point. Increase the value to have better quality result in those cases. Decrease if you notice the build taking too long or if build speed is a priority (e.g. if you are building during runtime). A good value is ~1000000
Definition at line 65 of file SnapConfig.cs.
SnapModuleEntry [] DungeonArchitect.Builders.Snap.SnapConfig.Modules |
Specify the list of modules here. These modules would be stitched together to create your level
Definition at line 23 of file SnapConfig.cs.
bool DungeonArchitect.Builders.Snap.SnapConfig.RotateModulesToFit = true |
Definition at line 39 of file SnapConfig.cs.
bool DungeonArchitect.Builders.Snap.SnapConfig.runGraphGenerationScripts = false |
Grammar production rule graphs can be built using user specified scripts. Check this if they should be re-run (and hence regenerate the graph) while processing the graph grammar
Definition at line 33 of file SnapConfig.cs.