C# Class BoardCreator, Adagio

Inheritance: MonoBehaviour
Show file Open project: technicalvgda/Adagio Class Usage Examples

Public Properties

Property Type Description
ActiveTileHeight int
ActiveTileLength int
AudioTrigger1 GameObject
AudioTrigger2 GameObject
ChildOfBoardHolder GameObject
CodexPercChance int
CorridorPercChance int
DeadEndChance int
EastCorridorPuzzles GameObject[]
Gate1 GameObject
Gate2 GameObject
LoadingScreenCanvas GameObject
NorthCorridorPuzzles GameObject[]
PercentChance int
RandomPrefabs GameObject[]
SouthCorridorPuzzles GameObject[]
TileInactiveTimer float
WestCorridorPuzzles GameObject[]
codexArray GameObject[]
columns int
corridorLength IntRange,
element int
floorTiles GameObject[]
hubOpening int
minCorridorLength int
numRooms IntRange,
outerWallTiles GameObject[]
player GameObject
playerTeleportPlat GameObject
reloadLevelNeeded bool
roomHeight IntRange,
roomWidth IntRange,
rows int
teleporter GameObject
triedCounter int
wallTiles GameObject[]

Public Methods

Method Description
CreateRoomsAndCorridors ( ) : void
FixedUpdate ( ) : void
InstantiateFromArray ( GameObject prefabs, float xCoord, float yCoord ) : void
InstantiateHorizontalOuterWall ( float startingX, float endingX, float yCoord ) : void
InstantiateOuterWalls ( ) : void
InstantiateTiles ( ) : void
InstantiateVerticalOuterWall ( float xCoord, float startingY, float endingY ) : void
OnDisable ( ) : void
OnEnable ( ) : void
SetTilesActive ( GameObject o ) : void
SetTilesUnactive ( GameObject o ) : void
SetTilesValuesForAppendedCorridors ( ) : void
SetTilesValuesForCorridors ( ) : void
SetTilesValuesForDeadEndCorridors ( ) : void
SetTilesValuesForRooms ( ) : void
SetupActiveTilesArray ( ) : void
SetupTilesArray ( ) : void
SpawnPuzzles ( ) : void
spawnAudioTrigger ( Corridor, corridor, GameObject audioTrigger ) : void
spawnGate ( Corridor, corridor, GameObject gate ) : void

Private Methods

Method Description
Start ( ) : void
doCorridorsOverlapCorridor ( Corridor, alreadyPlaced, Corridor, toBePlaced ) : bool
doCorridorsOverlapRooms ( Room, alreadyPlaced, Corridor, toBePlaced ) : bool
doRoomsOverlap ( Room, alreadyPlaced, Room, toBePlaced ) : bool
doRoomsOverlapCorridor ( Corridor, alreadyPlaced, Room, toBePlaced ) : bool
makeTilesActiveInSquare ( ) : IEnumerator

Method Details

CreateRoomsAndCorridors() public method

public CreateRoomsAndCorridors ( ) : void
return void

FixedUpdate() public method

public FixedUpdate ( ) : void
return void

InstantiateFromArray() public method

public InstantiateFromArray ( GameObject prefabs, float xCoord, float yCoord ) : void
prefabs GameObject
xCoord float
yCoord float
return void

InstantiateHorizontalOuterWall() public method

public InstantiateHorizontalOuterWall ( float startingX, float endingX, float yCoord ) : void
startingX float
endingX float
yCoord float
return void

InstantiateOuterWalls() public method

public InstantiateOuterWalls ( ) : void
return void

InstantiateTiles() public method

public InstantiateTiles ( ) : void
return void

InstantiateVerticalOuterWall() public method

public InstantiateVerticalOuterWall ( float xCoord, float startingY, float endingY ) : void
xCoord float
startingY float
endingY float
return void

OnDisable() public method

public OnDisable ( ) : void
return void

OnEnable() public method

public OnEnable ( ) : void
return void

SetTilesActive() public method

public SetTilesActive ( GameObject o ) : void
o GameObject
return void

SetTilesUnactive() public method

public SetTilesUnactive ( GameObject o ) : void
o GameObject
return void

SetTilesValuesForAppendedCorridors() public method

public SetTilesValuesForAppendedCorridors ( ) : void
return void

SetTilesValuesForCorridors() public method

public SetTilesValuesForCorridors ( ) : void
return void

SetTilesValuesForDeadEndCorridors() public method

public SetTilesValuesForDeadEndCorridors ( ) : void
return void

SetTilesValuesForRooms() public method

public SetTilesValuesForRooms ( ) : void
return void

SetupActiveTilesArray() public method

public SetupActiveTilesArray ( ) : void
return void

SetupTilesArray() public method

public SetupTilesArray ( ) : void
return void

SpawnPuzzles() public method

public SpawnPuzzles ( ) : void
return void

spawnAudioTrigger() public method

public spawnAudioTrigger ( Corridor, corridor, GameObject audioTrigger ) : void
corridor Corridor,
audioTrigger GameObject
return void

spawnGate() public method

public spawnGate ( Corridor, corridor, GameObject gate ) : void
corridor Corridor,
gate GameObject
return void

Property Details

ActiveTileHeight public property

public int ActiveTileHeight
return int

ActiveTileLength public property

public int ActiveTileLength
return int

AudioTrigger1 public property

public GameObject AudioTrigger1
return GameObject

AudioTrigger2 public property

public GameObject AudioTrigger2
return GameObject

ChildOfBoardHolder public property

public GameObject ChildOfBoardHolder
return GameObject

CodexPercChance public property

public int CodexPercChance
return int

CorridorPercChance public property

public int CorridorPercChance
return int

DeadEndChance public property

public int DeadEndChance
return int

EastCorridorPuzzles public property

public GameObject[] EastCorridorPuzzles
return GameObject[]

Gate1 public property

public GameObject Gate1
return GameObject

Gate2 public property

public GameObject Gate2
return GameObject

LoadingScreenCanvas public property

public GameObject LoadingScreenCanvas
return GameObject

NorthCorridorPuzzles public property

public GameObject[] NorthCorridorPuzzles
return GameObject[]

PercentChance public property

public int PercentChance
return int

RandomPrefabs public property

public GameObject[] RandomPrefabs
return GameObject[]

SouthCorridorPuzzles public property

public GameObject[] SouthCorridorPuzzles
return GameObject[]

TileInactiveTimer public property

public float TileInactiveTimer
return float

WestCorridorPuzzles public property

public GameObject[] WestCorridorPuzzles
return GameObject[]

codexArray public property

public GameObject[] codexArray
return GameObject[]

columns public property

public int columns
return int

corridorLength public property

public IntRange, corridorLength
return IntRange,

element public property

public int element
return int

floorTiles public property

public GameObject[] floorTiles
return GameObject[]

hubOpening public property

public int hubOpening
return int

minCorridorLength public property

public int minCorridorLength
return int

numRooms public property

public IntRange, numRooms
return IntRange,

outerWallTiles public property

public GameObject[] outerWallTiles
return GameObject[]

player public property

public GameObject player
return GameObject

playerTeleportPlat public property

public GameObject playerTeleportPlat
return GameObject

reloadLevelNeeded public property

public bool reloadLevelNeeded
return bool

roomHeight public property

public IntRange, roomHeight
return IntRange,

roomWidth public property

public IntRange, roomWidth
return IntRange,

rows public property

public int rows
return int

teleporter public property

public GameObject teleporter
return GameObject

triedCounter public property

public int triedCounter
return int

wallTiles public property

public GameObject[] wallTiles
return GameObject[]