Dungeon Architect (Unity)  1.0.1
Dungeon Architect is a plugin for Unity that helps in streamlining the level creation process. It allows you to quickly create levels procedurally (or manually) by blocking out volumes and having the plugin build the environment automatically around it
DungeonArchitect.Dungeon Class Reference

The main dungeon behavior that manages the creation and destruction of dungeons More...

Inheritance diagram for DungeonArchitect.Dungeon:

Public Member Functions

void Build ()
 Builds the complete dungeon (layout and visual phase) More...
 
void ReapplyTheme ()
 Runs the theming engine over the existing layout to rebuild the game objects from the theme file. The layout is not built in this stage More...
 
void DestroyDungeon ()
 Destroys the dungeon More...
 
void RequestRebuild ()
 Requests the dungeon to be rebuilt in the next update phase More...
 
void AddPaintCell (IntVector location, bool automaticRebuild)
 Registers a painted cell More...
 
void RemovePaintCell (IntVector location, bool automaticRebuild)
 Remove a previous painted cell More...
 
void ClearToolOverlayData (bool automaticRebuild)
 Clears all overlay data More...
 

Public Attributes

bool debugDraw = false
 
List< GraphdungeonThemes
 List of themes assigned to this dungeon More...
 

Properties

DungeonModel ActiveModel [get]
 Active model used by the dungeon More...
 
bool IsLayoutBuilt [get]
 Flag to check if the layout has been built. This is used to quickly reapply the theme after the theme graph has been modified, without rebuilding the layout, if it has already been built More...
 
DungeonConfig Config [get]
 

Detailed Description

The main dungeon behavior that manages the creation and destruction of dungeons

Member Function Documentation

void DungeonArchitect.Dungeon.AddPaintCell ( IntVector  location,
bool  automaticRebuild 
)

Registers a painted cell

Parameters
locationthe location of the painted cell, in grid cooridnates
automaticRebuildif true, the dungeon would be rebuilt, if the data model has changed due to this request
void DungeonArchitect.Dungeon.Build ( )

Builds the complete dungeon (layout and visual phase)

void DungeonArchitect.Dungeon.ClearToolOverlayData ( bool  automaticRebuild)

Clears all overlay data

Parameters
automaticRebuild
void DungeonArchitect.Dungeon.DestroyDungeon ( )

Destroys the dungeon

void DungeonArchitect.Dungeon.ReapplyTheme ( )

Runs the theming engine over the existing layout to rebuild the game objects from the theme file. The layout is not built in this stage

void DungeonArchitect.Dungeon.RemovePaintCell ( IntVector  location,
bool  automaticRebuild 
)

Remove a previous painted cell

Parameters
locationthe location of the painted cell to remove, in grid cooridnates
automaticRebuildif true, the dungeon would be rebuilt, if the data model has changed due to this request
void DungeonArchitect.Dungeon.RequestRebuild ( )

Requests the dungeon to be rebuilt in the next update phase

Member Data Documentation

List<Graph> DungeonArchitect.Dungeon.dungeonThemes

List of themes assigned to this dungeon

Property Documentation

DungeonModel DungeonArchitect.Dungeon.ActiveModel
get

Active model used by the dungeon

bool DungeonArchitect.Dungeon.IsLayoutBuilt
get

Flag to check if the layout has been built. This is used to quickly reapply the theme after the theme graph has been modified, without rebuilding the layout, if it has already been built


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