Property | Type | Description | |
---|---|---|---|
biomeNumber | int | ||
blockingCount | Count, | ||
blocks | GameObject[] | ||
buildingTiles | GameObject[] | ||
chestCount | Count, | ||
columns | int | ||
end | int[] | ||
enemySpawnInterval | int | ||
outerWallTiles | GameObject[] | ||
regions | List |
||
roomSide | int | ||
rows | int | ||
startScreen | bool | ||
tileMap | ].Tile[ |
Method | Description | |
---|---|---|
Awake ( ) : void | ||
GetRoom ( int x, int y ) : GameObject | ||
LayoutObjectAtRandom ( GameObject tileArray, int minimum, int maximum ) : void | ||
PlaceItem ( GameObject sprite, int x, int y ) : void | ||
PlayerIsNear ( int x, int y ) : bool | ||
SetGroundTile ( GameObject sprite, int x, int y ) : void | ||
SetupRooms ( ) : void | ||
TileMapGeneration ( ) : void | ||
Update ( ) : void | ||
checkForBlock ( Vector3 tile ) : bool | ||
placePath ( float current, float next, float moveX, float moveY ) : void |
Method | Description | |
---|---|---|
InitializeList ( float gridX, float gridY ) : List |
||
RoomSetup ( int gridX, int gridY ) : GameObject | ||
getBiome ( int x, int y ) : void |
public LayoutObjectAtRandom ( GameObject tileArray, int minimum, int maximum ) : void | ||
tileArray | GameObject | |
minimum | int | |
maximum | int | |
return | void |
public PlaceItem ( GameObject sprite, int x, int y ) : void | ||
sprite | GameObject | |
x | int | |
y | int | |
return | void |
public SetGroundTile ( GameObject sprite, int x, int y ) : void | ||
sprite | GameObject | |
x | int | |
y | int | |
return | void |
public placePath ( float current, float next, float moveX, float moveY ) : void | ||
current | float | |
next | float | |
moveX | float | |
moveY | float | |
return | void |