Méthode |
Description |
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Connect ( BSPTree bsp, int i, bool isLeft, int z ) : void |
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ConnectRooms ( IntGrid2 room1, IntGrid2 room2, int z ) : void |
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CreateBaseGrid ( ) : void |
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CreateCorridor ( IntVector2 from, IntVector2 to, int z, bool horiz ) : void |
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CreateDungeon ( ) : void |
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CreateDungeonLevel ( BSPTree bsp, int z ) : void |
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CreateNodes ( BSPTree bsp, IntGrid2 grid, int i ) : void |
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CreateStairs ( ) : void |
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CreateTileGrid ( ) : void |
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FindNearestRoom ( BSPTree bsp, int i, IntVector2 p ) : int |
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GenerateTerrain ( int seed ) : void |
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GetRandomDouble ( double min, double max ) : double |
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GetRandomInt ( int max ) : int |
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GetTileData ( IntVector3 p ) : TileData |
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SetTileData ( IntVector3 p, TileData td ) : void |
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