Dungeon Architect  17.0.0
DungeonArchitect.Builders.Snap.SnapConfig Class Reference
Inheritance diagram for DungeonArchitect.Builders.Snap.SnapConfig:
DungeonArchitect.DungeonConfig

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 ()
 

Detailed Description

Definition at line 17 of file SnapConfig.cs.

Member Data Documentation

◆ CollisionTestContraction

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.

◆ MaxProcessingPower

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.

◆ Modules

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.

◆ RotateModulesToFit

bool DungeonArchitect.Builders.Snap.SnapConfig.RotateModulesToFit = true

Definition at line 39 of file SnapConfig.cs.

◆ runGraphGenerationScripts

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.


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