C# Class BoardCreator, Adagio

Inheritance: MonoBehaviour
Mostra 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_oe property

public int ActiveTileHeight
return int

ActiveTileLength public_oe property

public int ActiveTileLength
return int

AudioTrigger1 public_oe property

public GameObject AudioTrigger1
return GameObject

AudioTrigger2 public_oe property

public GameObject AudioTrigger2
return GameObject

ChildOfBoardHolder public_oe property

public GameObject ChildOfBoardHolder
return GameObject

CodexPercChance public_oe property

public int CodexPercChance
return int

CorridorPercChance public_oe property

public int CorridorPercChance
return int

DeadEndChance public_oe property

public int DeadEndChance
return int

EastCorridorPuzzles public_oe property

public GameObject[] EastCorridorPuzzles
return GameObject[]

Gate1 public_oe property

public GameObject Gate1
return GameObject

Gate2 public_oe property

public GameObject Gate2
return GameObject

LoadingScreenCanvas public_oe property

public GameObject LoadingScreenCanvas
return GameObject

NorthCorridorPuzzles public_oe property

public GameObject[] NorthCorridorPuzzles
return GameObject[]

PercentChance public_oe property

public int PercentChance
return int

RandomPrefabs public_oe property

public GameObject[] RandomPrefabs
return GameObject[]

SouthCorridorPuzzles public_oe property

public GameObject[] SouthCorridorPuzzles
return GameObject[]

TileInactiveTimer public_oe property

public float TileInactiveTimer
return float

WestCorridorPuzzles public_oe property

public GameObject[] WestCorridorPuzzles
return GameObject[]

codexArray public_oe property

public GameObject[] codexArray
return GameObject[]

columns public_oe property

public int columns
return int

corridorLength public_oe property

public IntRange, corridorLength
return IntRange,

element public_oe property

public int element
return int

floorTiles public_oe property

public GameObject[] floorTiles
return GameObject[]

hubOpening public_oe property

public int hubOpening
return int

minCorridorLength public_oe property

public int minCorridorLength
return int

numRooms public_oe property

public IntRange, numRooms
return IntRange,

outerWallTiles public_oe property

public GameObject[] outerWallTiles
return GameObject[]

player public_oe property

public GameObject player
return GameObject

playerTeleportPlat public_oe property

public GameObject playerTeleportPlat
return GameObject

reloadLevelNeeded public_oe property

public bool reloadLevelNeeded
return bool

roomHeight public_oe property

public IntRange, roomHeight
return IntRange,

roomWidth public_oe property

public IntRange, roomWidth
return IntRange,

rows public_oe property

public int rows
return int

teleporter public_oe property

public GameObject teleporter
return GameObject

triedCounter public_oe property

public int triedCounter
return int

wallTiles public_oe property

public GameObject[] wallTiles
return GameObject[]