Dungeon Architect
17.0.0
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Classes | |
class | Dungeon |
The main dungeon behavior that manages the creation and destruction of dungeons More... | |
class | DungeonBuilder |
Builds the layout of the dungeon and emits markers around the layout Implement this class to create your own builder More... | |
class | DungeonConfig |
Base dungeon configuration. Create your own implementation of this configuration based on your dungeon builder's needs More... | |
class | DungeonEventListener |
Listen to various dungeon events during the build and destroy phase More... | |
class | DungeonMarkerEmitter |
Marker Emitters let you emit your own markers anywhere in the map. Implement this class and add it to the Dungeon object to add your own markers right after the dungeon layout is created More... | |
class | DungeonModel |
Abstract dungeon model. Create your own implementation of the model depending on your builder's needs More... | |
class | DungeonPaintMode |
Manage the editor paint mode so you can paint the layout of you dungeon. You should implement your own paint mode depending on your dungeon builder's data structures and requirements More... | |
class | DungeonToolData |
Tool Data represented by the grid based builder More... | |
class | PlaceableMarker |
class | SelectorRule |
Selector rule allow you to attach selection behavior to decide if a visual node should be inserted into the scene More... | |
class | TransformationRule |
Selector rule allow you to attach selection behavior to decide if a visual node should be inserted into the scene More... | |
class | BlurFilter |
A fast Gaussian blurring filter applied over a 2D data array More... | |
interface | Filter |
A data filter applied over a 2D data array More... | |
class | MarkerReplacementEntry |
class | MarkerReplaceVolume |
This volume replaces any specified markers found in the scene before theming is applied to it. This helps in having more control over the generated dungeon, e.g. remove / add doors, walls etc More... | |
class | MirrorVolume |
class | NegationVolume |
Negation volumes remove procedural geometries from the scene that lie with it's bounds More... | |
class | ThemeOverrideVolume |
Dungeon layout that lies within this volumes bounds picks up the theme set in this volume More... | |
class | Volume |
A volume is an abstract representation of space in the world. A volume can be scaled and moved around like any other game object and custom functionality can be added to volumes to influence the dungeon with it's spatial volume More... | |
class | InfinityDungeon |
class | InfinityDungeonConfig |
class | InfinityDungeonEditorUpdate |
class | MeshMerger |
class | DungeonNavMeshSourceCollector |
class | DungeonRuntimeNavigation |
class | PropSocket |
The data structure for a marker More... | |
interface | IDungeonSceneObjectInstantiator |
class | RuntimeDungeonSceneObjectInstantiator |
struct | DungeonNodeSpawnData |
class | DungeonSceneObjectSpawner |
Takes care of spawning the dungeon objects from the input list This allows us to use different strategies to spawn the objects (e.g. synchronous or async spawning over multiple frames) More... | |
class | SyncDungeonSceneObjectSpawner |
Spawn all the objects from the list in the same frame More... | |
class | AsyncDungeonSceneObjectSpawner |
Async spawning of dungeon items spread across multiple frames More... | |
class | DungeonSceneProvider |
A scene provider instantiates game objects into the scene. Implementations can customize the instantiation process if needed (e.g. object pooling etc) More... | |
class | DungeonSceneProviderData |
Meta-data added to each spawned game object in the scene. This is used to identify objects that belong to the dungeons, for later destruction and rebuilding More... | |
class | DungeonItemSpawnListener |
Subclass this on your script and drop it on your dungeon game object to start inserting your own custom data into the spawned dungeon items More... | |
class | NonPooledDungeonSceneProvider |
class | PooledDungeonSceneProvider |
Implementation of the Scene provider that adds object pooling over the existing functionality. This is useful for quick rebuilding and better performance, as object in the scene are reused while rebuilding, instead of destroying everything and rebuilding More... | |
class | DungeonUtils |
class | LevelMarkerList |
class | SpatialPartionedLevelMarkerList |
struct | DebugTextItem |
class | DebugText3D |
struct | IntVector |
Represent an integer vector More... | |
struct | IntVector2 |
Represent an integer vector More... | |
struct | Rectangle |
Represents an integer rectangle More... | |
class | MetaAttribute |
interface | ISGFLayoutNodeCategoryConstraint |
interface | ISGFLayoutNodePositionConstraint |
Enumerations | |
enum class | MirrorVolumeDirection { AxisX , AxisZ , AxisXZ } |
enum class | DungeonNavMeshSourceType { MeshData , Collision } |