Dungeon Architect  17.0.0
DungeonArchitect Namespace Reference

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 }