From 47ca49bc1363ad466dd9a5c526a1c15d3e9cdc2a Mon Sep 17 00:00:00 2001 From: mpewsey Date: Sat, 15 Jun 2024 15:21:05 +0000 Subject: [PATCH] deploy: 953f5f226e3b3c84fe0dca754989411c6285e81a --- _cell_area2_d_8cs_source.html | 12 +- _cell_area3_d_8cs_source.html | 12 +- _cell_area_8cs_source.html | 4 +- _cell_child_8cs_source.html | 6 +- _collectable_spot_component_8cs_source.html | 10 +- _door_component_8cs_source.html | 10 +- _room_component_8cs_source.html | 1213 ++++++++--------- _room_database_8cs_source.html | 4 +- _room_flag_8cs_source.html | 4 +- ..._not_initialized_exception_8cs_source.html | 127 -- _room_template_database_8cs_source.html | 4 +- annotated.html | 85 +- annotated_dup.js | 1 - ..._unity_1_1_collectable_spot_component.html | 4 +- ...oom_not_initialized_exception-members.html | 115 -- ...ns_1_1_room_not_initialized_exception.html | 160 --- ...ions_1_1_room_not_initialized_exception.js | 4 - ...ons_1_1_room_not_initialized_exception.png | Bin 608 -> 0 bytes ..._map_unity_1_1_room_component-members.html | 3 +- ..._1_mania_map_unity_1_1_room_component.html | 165 +-- classes.html | 2 +- dir_911a951b634a24ae2515ea0e2895ae5a.js | 1 - files.html | 89 +- functions_func_r.html | 1 - functions_r.html | 1 - hierarchy.html | 105 +- hierarchy.js | 1 - ...ey_1_1_mania_map_unity_1_1_exceptions.html | 3 - ...wsey_1_1_mania_map_unity_1_1_exceptions.js | 1 - namespaces.html | 85 +- navtreedata.js | 6 +- navtreeindex0.js | 94 +- navtreeindex1.js | 108 +- navtreeindex2.js | 112 +- navtreeindex3.js | 92 +- navtreeindex4.js | 5 - search/all_e.js | 31 +- search/classes_8.js | 7 +- search/functions_c.js | 9 +- 39 files changed, 1115 insertions(+), 1581 deletions(-) delete mode 100644 _room_not_initialized_exception_8cs_source.html delete mode 100644 class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception-members.html delete mode 100644 class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html delete mode 100644 class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.js delete mode 100644 class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.png diff --git a/_cell_area2_d_8cs_source.html b/_cell_area2_d_8cs_source.html index 5feab251..85272072 100644 --- a/_cell_area2_d_8cs_source.html +++ b/_cell_area2_d_8cs_source.html @@ -157,12 +157,12 @@
RoomComponent Room
The containing room.
Definition: CellArea.cs:23
int Column
Definition: CellArea.cs:18
void Initialize(int row, int column, RoomComponent room)
Initializes the base properties for the area.
Definition: CellArea.cs:55
-
A component for creating a room.
-
Vector3 CellCenterLocalPosition(int row, int column)
Returns the cell center for the specified index in local coordinates.
-
Vector3 CellSize
The size of each cell within the grid coordinate system.
-
CellAreaTriggerEvent OnCellAreaEntered
The event invoked when a room cell has been entered. Message includes the enterered cell and the coll...
-
RoomState RoomState
The room state.
-
CellAreaTriggerEvent OnCellAreaExited
The event invoked when a room cell has been exited. Message includes the exited cell and the collidin...
+
A component for creating a room.
+
Vector3 CellCenterLocalPosition(int row, int column)
Returns the cell center for the specified index in local coordinates.
+
Vector3 CellSize
The size of each cell within the grid coordinate system.
+
CellAreaTriggerEvent OnCellAreaEntered
The event invoked when a room cell has been entered. Message includes the enterered cell and the coll...
+
RoomState RoomState
The room state.
+
CellAreaTriggerEvent OnCellAreaExited
The event invoked when a room cell has been exited. Message includes the exited cell and the collidin...
diff --git a/_cell_area3_d_8cs_source.html b/_cell_area3_d_8cs_source.html index 3c90d353..38a6168f 100644 --- a/_cell_area3_d_8cs_source.html +++ b/_cell_area3_d_8cs_source.html @@ -155,12 +155,12 @@
RoomComponent Room
The containing room.
Definition: CellArea.cs:23
int Column
Definition: CellArea.cs:18
void Initialize(int row, int column, RoomComponent room)
Initializes the base properties for the area.
Definition: CellArea.cs:55
-
A component for creating a room.
-
Vector3 LocalCellSize()
Returns the cell size in local coordinates.
-
Vector3 CellCenterLocalPosition(int row, int column)
Returns the cell center for the specified index in local coordinates.
-
CellAreaTriggerEvent OnCellAreaEntered
The event invoked when a room cell has been entered. Message includes the enterered cell and the coll...
-
RoomState RoomState
The room state.
-
CellAreaTriggerEvent OnCellAreaExited
The event invoked when a room cell has been exited. Message includes the exited cell and the collidin...
+
A component for creating a room.
+
Vector3 LocalCellSize()
Returns the cell size in local coordinates.
+
Vector3 CellCenterLocalPosition(int row, int column)
Returns the cell center for the specified index in local coordinates.
+
CellAreaTriggerEvent OnCellAreaEntered
The event invoked when a room cell has been entered. Message includes the enterered cell and the coll...
+
RoomState RoomState
The room state.
+
CellAreaTriggerEvent OnCellAreaExited
The event invoked when a room cell has been exited. Message includes the exited cell and the collidin...
diff --git a/_cell_area_8cs_source.html b/_cell_area_8cs_source.html index 9b425d6e..2e7dfbb6 100644 --- a/_cell_area_8cs_source.html +++ b/_cell_area_8cs_source.html @@ -145,8 +145,8 @@
static CellArea InstantiateCellArea(int row, int column, RoomComponent room, int cellLayer, LayerMask triggeringLayers)
Instantiates a new cell area within the specified room.
Definition: CellArea.cs:34
int Column
Definition: CellArea.cs:18
void Initialize(int row, int column, RoomComponent room)
Initializes the base properties for the area.
Definition: CellArea.cs:55
-
A component for creating a room.
-
RoomType RoomType
The room type.
+
A component for creating a room.
+
RoomType RoomType
The room type.
RoomType
The type of room.
Definition: RoomType.cs:9
diff --git a/_cell_child_8cs_source.html b/_cell_child_8cs_source.html index 4ee24819..e9de7331 100644 --- a/_cell_child_8cs_source.html +++ b/_cell_child_8cs_source.html @@ -166,9 +166,9 @@
virtual void AutoAssign(RoomComponent room)
Performs auto assignment on the object.
Definition: CellChild.cs:69
bool IsInitialized
True if the object has been initialized.
Definition: CellChild.cs:23
Vector2Int CellIndex
The containing cell index.
Definition: CellChild.cs:30
-
A component for creating a room.
-
UnityEvent OnInitialize
An event invoked when the room is initialized.
-
Vector2Int FindClosestActiveCellIndex(Vector3 position)
Returns the closest active cell index for the specified global position.
+
A component for creating a room.
+
UnityEvent OnInitialize
An event invoked when the room is initialized.
+
Vector2Int FindClosestActiveCellIndex(Vector3 position)
Returns the closest active cell index for the specified global position.
diff --git a/_collectable_spot_component_8cs_source.html b/_collectable_spot_component_8cs_source.html index 66a1ab6c..5eeb5787 100644 --- a/_collectable_spot_component_8cs_source.html +++ b/_collectable_spot_component_8cs_source.html @@ -133,7 +133,7 @@
50 if (Room.RoomLayout.Collectables.TryGetValue(Id, out int value))
51 return value;
52
-
53 return int.MinValue;
+
53 return -1;
54 }
55
59 public bool CollectableExists()
@@ -187,14 +187,14 @@
bool IsAcquired()
True if the collectable spot is already acquired.
CollectableSpot GetMMCollectableSpot()
Returns new generation data for the collectable spot.
bool Acquire()
If the collectable spot exists and has not already been acquired, adds it to the current layout state...
-
int CollectableId()
The assigned collectable ID.
+
int CollectableId()
The collectable ID. If the collectable spot does not exist in the layout, returns -1.
bool EditId
If true, the ID can be edited in the inspector.
int Id
The unique location ID, relative to the cell.
Contains methods for creating random ID's.
Definition: Rand.cs:9
static int AutoAssignId(int id)
If the specified ID is greater than zero, returns the ID. Otherwise, returns a random positive intege...
Definition: Rand.cs:15
-
A component for creating a room.
-
Room RoomLayout
The room data.
-
RoomState RoomState
The room state.
+
A component for creating a room.
+
Room RoomLayout
The room data.
+
RoomState RoomState
The room state.
diff --git a/_door_component_8cs_source.html b/_door_component_8cs_source.html index 1f042796..9c5d944a 100644 --- a/_door_component_8cs_source.html +++ b/_door_component_8cs_source.html @@ -236,11 +236,11 @@
void AddToActiveDoors()
Adds the door to the doors dictionary.
static Dictionary< Uid, LinkedList< DoorComponent > > ActiveDoorsByRoom
A dictionary of door components in the scene by their room ID.
DoorConnection FindDoorConnection(Uid id, Vector2DInt position, DoorDirection direction)
Returns the door connection with the given room ID, position, and direction if it exists....
Definition: LayoutPack.cs:142
-
A component for creating a room.
-
Room RoomLayout
The room data.
-
LayoutPack LayoutPack
The layout pack.
-
DoorDirection FindClosestDoorDirection(int row, int column, Vector3 position)
Returns the closest door direction based on the specified global position.
-
bool IsInitialized
True if the room has been initialized.
+
A component for creating a room.
+
Room RoomLayout
The room data.
+
LayoutPack LayoutPack
The layout pack.
+
DoorDirection FindClosestDoorDirection(int row, int column, Vector3 position)
Returns the closest door direction based on the specified global position.
+
bool IsInitialized
True if the room has been initialized.
diff --git a/_room_component_8cs_source.html b/_room_component_8cs_source.html index c581ed4b..c9fe91e9 100644 --- a/_room_component_8cs_source.html +++ b/_room_component_8cs_source.html @@ -102,634 +102,625 @@
1using MPewsey.Common.Collections;
2using MPewsey.ManiaMap;
3using MPewsey.ManiaMap.Exceptions;
- -
5using System.Collections.Generic;
-
6using UnityEngine;
-
7using UnityEngine.AddressableAssets;
-
8using UnityEngine.Events;
-
9using UnityEngine.ResourceManagement.AsyncOperations;
-
10
- -
12{
-
24 public class RoomComponent : MonoBehaviour
-
25 {
-
26 [SerializeField]
-
27 private RoomTemplateResource _roomTemplate;
-
31 public RoomTemplateResource RoomTemplate { get => _roomTemplate; set => _roomTemplate = value; }
-
32
-
33 [SerializeField]
-
34 private string _name = "<None>";
-
38 public string Name { get => _name; set => _name = value; }
-
39
-
40 [SerializeField]
-
41 private RoomType _roomType;
-
45 public RoomType RoomType { get => _roomType; set => _roomType = value; }
-
46
-
47 [SerializeField]
-
48 private Vector2Int _size = Vector2Int.one;
-
52 public Vector2Int Size { get => _size; set => SetSizeField(ref _size, value); }
-
53
-
54 [SerializeField]
-
55 private Vector3 _cellSize = new Vector3(1, 1, 0.001f);
-
59 public Vector3 CellSize { get => _cellSize; set => _cellSize = Vector3.Max(value, 0.001f * Vector3.one); }
-
60
-
61 [HideInInspector]
-
62 [SerializeField]
-
63 private List<ActiveCellsRow> _activeCells = new List<ActiveCellsRow>();
-
67 public List<ActiveCellsRow> ActiveCells { get => _activeCells; set => _activeCells = value; }
-
68
-
69 [SerializeField]
-
70 private UnityEvent _onInitialize = new UnityEvent();
-
74 public UnityEvent OnInitialize { get => _onInitialize; set => _onInitialize = value; }
-
75
-
76 [SerializeField]
-
77 private UnityEvent _onInitialized = new UnityEvent();
-
81 public UnityEvent OnInitialized { get => _onInitialized; set => _onInitialized = value; }
-
82
-
83 [SerializeField]
-
84 private CellAreaTriggerEvent _onCellAreaEntered = new CellAreaTriggerEvent();
-
88 public CellAreaTriggerEvent OnCellAreaEntered { get => _onCellAreaEntered; set => _onCellAreaEntered = value; }
-
89
-
90 [SerializeField]
-
91 private CellAreaTriggerEvent _onCellAreaExited = new CellAreaTriggerEvent();
-
95 public CellAreaTriggerEvent OnCellAreaExited { get => _onCellAreaExited; set => _onCellAreaExited = value; }
-
96
-
100 public bool IsInitialized { get; private set; }
-
101
-
105 public LayoutPack LayoutPack { get; private set; }
-
106
-
110 public Room RoomLayout { get; private set; }
-
111
-
115 public RoomState RoomState { get; private set; }
-
116
-
120 public int Rows { get => Size.x; set => Size = new Vector2Int(value, Size.y); }
-
121
-
125 public int Columns { get => Size.y; set => Size = new Vector2Int(Size.x, value); }
-
126
-
127 private void SetSizeField(ref Vector2Int field, Vector2Int value)
-
128 {
-
129 field = Vector2Int.Max(value, Vector2Int.one);
- -
131 }
-
132
-
133 private void Start()
-
134 {
-
135 if (!IsInitialized)
-
136 throw new RoomNotInitializedException($"Room not initialized: {this}.");
-
137 }
-
138
-
139 private void OnValidate()
-
140 {
-
141 Size = Size;
- -
143 }
-
144
-
145 private void OnDrawGizmos()
-
146 {
-
147 var activeFillColor = new Color(0, 0, 1, 0.2f);
-
148 var inactiveFillColor = new Color(1, 0, 0, 0.2f);
-
149 var lineColor = new Color(0, 0, 0);
-
150 DrawCells(activeFillColor, lineColor, true);
-
151 DrawCells(inactiveFillColor, lineColor, false);
-
152 }
-
153
-
160 private void DrawCells(Color fillColor, Color lineColor, bool activity)
-
161 {
-
162 var cellSize = GridToLocalPosition(CellSize);
-
163
-
164 for (int i = 0; i < ActiveCells.Count; i++)
-
165 {
-
166 var row = ActiveCells[i].Values;
-
167
-
168 for (int j = 0; j < row.Count; j++)
-
169 {
-
170 if (row[j] == activity)
-
171 {
-
172 var center = CellCenterGlobalPosition(i, j);
-
173 Gizmos.color = fillColor;
-
174 Gizmos.DrawCube(center, cellSize);
-
175 Gizmos.color = lineColor;
-
176 Gizmos.DrawWireCube(center, cellSize);
-
177 }
-
178 }
-
179 }
-
180 }
-
181
-
190 public static AsyncOperationHandle<GameObject> InstantiateRoomAsync(Uid id, LayoutPack layoutPack,
-
191 AssetReferenceGameObject prefab, Transform parent = null,
-
192 bool assignLayoutPosition = false)
-
193 {
-
194 var roomLayout = layoutPack.Layout.Rooms[id];
-
195 var roomState = layoutPack.LayoutState.RoomStates[id];
-
196 var cellLayer = layoutPack.Settings.CellLayer;
-
197 var triggeringLayers = layoutPack.Settings.TriggeringLayers;
-
198 return InstantiateRoomAsync(prefab, parent, layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
-
199 }
-
200
-
212 public static AsyncOperationHandle<GameObject> InstantiateRoomAsync(AssetReferenceGameObject prefab, Transform parent,
-
213 LayoutPack layoutPack, Room roomLayout, RoomState roomState,
-
214 int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
-
215 {
-
216 var handle = prefab.InstantiateAsync(parent);
-
217
-
218 handle.Completed += handle => handle.Result.GetComponent<RoomComponent>()
-
219 .Initialize(layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
-
220
-
221 return handle;
-
222 }
-
223
-
232 public static RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent = null,
-
233 bool assignLayoutPosition = false)
-
234 {
-
235 var roomLayout = layoutPack.Layout.Rooms[id];
-
236 var roomState = layoutPack.LayoutState.RoomStates[id];
-
237 var cellLayer = layoutPack.Settings.CellLayer;
-
238 var triggeringLayers = layoutPack.Settings.TriggeringLayers;
-
239 return InstantiateRoom(prefab, parent, layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
-
240 }
-
241
-
253 public static RoomComponent InstantiateRoom(GameObject prefab, Transform parent,
-
254 LayoutPack layoutPack, Room roomLayout, RoomState roomState,
-
255 int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
-
256 {
-
257 var room = Instantiate(prefab, parent).GetComponent<RoomComponent>();
-
258 room.Initialize(layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
-
259 return room;
-
260 }
-
261
-
271 public bool Initialize(LayoutPack layoutPack, Room roomLayout, RoomState roomState,
-
272 int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
-
273 {
-
274 if (IsInitialized)
-
275 return false;
+
4using System.Collections.Generic;
+
5using UnityEngine;
+
6using UnityEngine.AddressableAssets;
+
7using UnityEngine.Events;
+
8using UnityEngine.ResourceManagement.AsyncOperations;
+
9
+ +
11{
+
23 public class RoomComponent : MonoBehaviour
+
24 {
+
25 [SerializeField]
+
26 private RoomTemplateResource _roomTemplate;
+
30 public RoomTemplateResource RoomTemplate { get => _roomTemplate; set => _roomTemplate = value; }
+
31
+
32 [SerializeField]
+
33 private string _name = "<None>";
+
37 public string Name { get => _name; set => _name = value; }
+
38
+
39 [SerializeField]
+
40 private RoomType _roomType;
+
44 public RoomType RoomType { get => _roomType; set => _roomType = value; }
+
45
+
46 [SerializeField]
+
47 private Vector2Int _size = Vector2Int.one;
+
51 public Vector2Int Size { get => _size; set => SetSizeField(ref _size, value); }
+
52
+
53 [SerializeField]
+
54 private Vector3 _cellSize = new Vector3(1, 1, 0.001f);
+
58 public Vector3 CellSize { get => _cellSize; set => _cellSize = Vector3.Max(value, 0.001f * Vector3.one); }
+
59
+
60 [HideInInspector]
+
61 [SerializeField]
+
62 private List<ActiveCellsRow> _activeCells = new List<ActiveCellsRow>();
+
66 public List<ActiveCellsRow> ActiveCells { get => _activeCells; set => _activeCells = value; }
+
67
+
68 [SerializeField]
+
69 private UnityEvent _onInitialize = new UnityEvent();
+
73 public UnityEvent OnInitialize { get => _onInitialize; set => _onInitialize = value; }
+
74
+
75 [SerializeField]
+
76 private UnityEvent _onInitialized = new UnityEvent();
+
80 public UnityEvent OnInitialized { get => _onInitialized; set => _onInitialized = value; }
+
81
+
82 [SerializeField]
+
83 private CellAreaTriggerEvent _onCellAreaEntered = new CellAreaTriggerEvent();
+
87 public CellAreaTriggerEvent OnCellAreaEntered { get => _onCellAreaEntered; set => _onCellAreaEntered = value; }
+
88
+
89 [SerializeField]
+
90 private CellAreaTriggerEvent _onCellAreaExited = new CellAreaTriggerEvent();
+
94 public CellAreaTriggerEvent OnCellAreaExited { get => _onCellAreaExited; set => _onCellAreaExited = value; }
+
95
+
99 public bool IsInitialized { get; private set; }
+
100
+
104 public LayoutPack LayoutPack { get; private set; }
+
105
+
109 public Room RoomLayout { get; private set; }
+
110
+
114 public RoomState RoomState { get; private set; }
+
115
+
119 public int Rows { get => Size.x; set => Size = new Vector2Int(value, Size.y); }
+
120
+
124 public int Columns { get => Size.y; set => Size = new Vector2Int(Size.x, value); }
+
125
+
126 private void SetSizeField(ref Vector2Int field, Vector2Int value)
+
127 {
+
128 field = Vector2Int.Max(value, Vector2Int.one);
+ +
130 }
+
131
+
132 private void OnValidate()
+
133 {
+
134 Size = Size;
+ +
136 }
+
137
+
138 private void OnDrawGizmos()
+
139 {
+
140 var activeFillColor = new Color(0, 0, 1, 0.2f);
+
141 var inactiveFillColor = new Color(1, 0, 0, 0.2f);
+
142 var lineColor = new Color(0, 0, 0);
+
143 DrawCells(activeFillColor, lineColor, true);
+
144 DrawCells(inactiveFillColor, lineColor, false);
+
145 }
+
146
+
153 private void DrawCells(Color fillColor, Color lineColor, bool activity)
+
154 {
+
155 var cellSize = GridToLocalPosition(CellSize);
+
156
+
157 for (int i = 0; i < ActiveCells.Count; i++)
+
158 {
+
159 var row = ActiveCells[i].Values;
+
160
+
161 for (int j = 0; j < row.Count; j++)
+
162 {
+
163 if (row[j] == activity)
+
164 {
+
165 var center = CellCenterGlobalPosition(i, j);
+
166 Gizmos.color = fillColor;
+
167 Gizmos.DrawCube(center, cellSize);
+
168 Gizmos.color = lineColor;
+
169 Gizmos.DrawWireCube(center, cellSize);
+
170 }
+
171 }
+
172 }
+
173 }
+
174
+
183 public static AsyncOperationHandle<GameObject> InstantiateRoomAsync(Uid id, LayoutPack layoutPack,
+
184 AssetReferenceGameObject prefab, Transform parent = null,
+
185 bool assignLayoutPosition = false)
+
186 {
+
187 var roomLayout = layoutPack.Layout.Rooms[id];
+
188 var roomState = layoutPack.LayoutState.RoomStates[id];
+
189 var cellLayer = layoutPack.Settings.CellLayer;
+
190 var triggeringLayers = layoutPack.Settings.TriggeringLayers;
+
191 return InstantiateRoomAsync(prefab, parent, layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
+
192 }
+
193
+
205 public static AsyncOperationHandle<GameObject> InstantiateRoomAsync(AssetReferenceGameObject prefab, Transform parent,
+
206 LayoutPack layoutPack, Room roomLayout, RoomState roomState,
+
207 int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
+
208 {
+
209 var handle = prefab.InstantiateAsync(parent);
+
210
+
211 handle.Completed += handle => handle.Result.GetComponent<RoomComponent>()
+
212 .Initialize(layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
+
213
+
214 return handle;
+
215 }
+
216
+
225 public static RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent = null,
+
226 bool assignLayoutPosition = false)
+
227 {
+
228 var roomLayout = layoutPack.Layout.Rooms[id];
+
229 var roomState = layoutPack.LayoutState.RoomStates[id];
+
230 var cellLayer = layoutPack.Settings.CellLayer;
+
231 var triggeringLayers = layoutPack.Settings.TriggeringLayers;
+
232 return InstantiateRoom(prefab, parent, layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
+
233 }
+
234
+
246 public static RoomComponent InstantiateRoom(GameObject prefab, Transform parent,
+
247 LayoutPack layoutPack, Room roomLayout, RoomState roomState,
+
248 int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
+
249 {
+
250 var room = Instantiate(prefab, parent).GetComponent<RoomComponent>();
+
251 room.Initialize(layoutPack, roomLayout, roomState, cellLayer, triggeringLayers, assignLayoutPosition);
+
252 return room;
+
253 }
+
254
+
264 public bool Initialize(LayoutPack layoutPack, Room roomLayout, RoomState roomState,
+
265 int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
+
266 {
+
267 if (IsInitialized)
+
268 return false;
+
269
+
270 LayoutPack = layoutPack;
+
271 RoomLayout = roomLayout;
+
272 RoomState = roomState;
+
273
+
274 if (assignLayoutPosition)
+
276
-
277 LayoutPack = layoutPack;
-
278 RoomLayout = roomLayout;
-
279 RoomState = roomState;
-
280
-
281 if (assignLayoutPosition)
- +
277 CreateCellAreas(cellLayer, triggeringLayers);
+
278 IsInitialized = true;
+
279 OnInitialize.Invoke();
+
280 OnInitialized.Invoke();
+
281 return true;
+
282 }
283
-
284 CreateCellAreas(cellLayer, triggeringLayers);
-
285 IsInitialized = true;
-
286 OnInitialize.Invoke();
-
287 OnInitialized.Invoke();
-
288 return true;
-
289 }
-
290
-
294 private void MoveToLayoutPosition()
-
295 {
-
296 var x = CellSize.x * RoomLayout.Position.Y;
-
297 var y = CellSize.y * RoomLayout.Position.X;
-
298 var z = CellSize.z * RoomLayout.Position.Z;
-
299 transform.localPosition = GridToLocalPosition(new Vector3(x, y, z));
-
300 }
-
301
-
307 private void CreateCellAreas(int cellLayer, LayerMask triggeringLayers)
-
308 {
-
309 for (int i = 0; i < Rows; i++)
-
310 {
-
311 for (int j = 0; j < Columns; j++)
-
312 {
-
313 if (GetCellActivity(i, j))
-
314 CellArea.InstantiateCellArea(i, j, this, cellLayer, triggeringLayers);
-
315 }
-
316 }
-
317 }
-
318
-
322 public void SizeActiveCells()
-
323 {
-
324 while (ActiveCells.Count > Rows)
-
325 {
-
326 ActiveCells.RemoveAt(ActiveCells.Count - 1);
-
327 }
+
287 private void MoveToLayoutPosition()
+
288 {
+
289 var x = CellSize.x * RoomLayout.Position.Y;
+
290 var y = CellSize.y * RoomLayout.Position.X;
+
291 var z = CellSize.z * RoomLayout.Position.Z;
+
292 transform.localPosition = GridToLocalPosition(new Vector3(x, y, z));
+
293 }
+
294
+
300 private void CreateCellAreas(int cellLayer, LayerMask triggeringLayers)
+
301 {
+
302 for (int i = 0; i < Rows; i++)
+
303 {
+
304 for (int j = 0; j < Columns; j++)
+
305 {
+
306 if (GetCellActivity(i, j))
+
307 CellArea.InstantiateCellArea(i, j, this, cellLayer, triggeringLayers);
+
308 }
+
309 }
+
310 }
+
311
+
315 public void SizeActiveCells()
+
316 {
+
317 while (ActiveCells.Count > Rows)
+
318 {
+
319 ActiveCells.RemoveAt(ActiveCells.Count - 1);
+
320 }
+
321
+
322 foreach (var row in ActiveCells)
+
323 {
+
324 while (row.Values.Count > Columns)
+
325 {
+
326 row.Values.RemoveAt(row.Values.Count - 1);
+
327 }
328
-
329 foreach (var row in ActiveCells)
-
330 {
-
331 while (row.Values.Count > Columns)
-
332 {
-
333 row.Values.RemoveAt(row.Values.Count - 1);
-
334 }
-
335
-
336 while (row.Values.Count < Columns)
-
337 {
-
338 row.Values.Add(true);
-
339 }
-
340 }
-
341
-
342 while (ActiveCells.Count < Rows)
-
343 {
-
344 ActiveCells.Add(new ActiveCellsRow(Columns, true));
-
345 }
-
346 }
-
347
-
356 public bool SetCellActivities(Vector2Int startIndex, Vector2Int endIndex, CellActivity activity)
-
357 {
-
358 if (activity == CellActivity.None || !CellIndexRangeExists(startIndex, endIndex))
-
359 return false;
-
360
-
361 var startRow = Mathf.Min(startIndex.x, endIndex.x);
-
362 var endRow = Mathf.Max(startIndex.x, endIndex.x);
-
363 var startColumn = Mathf.Min(startIndex.y, endIndex.y);
-
364 var endColumn = Mathf.Max(startIndex.y, endIndex.y);
-
365
-
366 for (int i = startRow; i <= endRow; i++)
-
367 {
-
368 for (int j = startColumn; j <= endColumn; j++)
-
369 {
-
370 SetCellActivity(i, j, activity);
-
371 }
-
372 }
-
373
-
374 return true;
-
375 }
-
376
-
385 public void SetCellActivity(int row, int column, CellActivity activity)
-
386 {
-
387 if (!CellIndexExists(row, column))
-
388 throw new System.IndexOutOfRangeException($"Index out of range: ({row}, {column})");
-
389
-
390 switch (activity)
-
391 {
-
392 case CellActivity.None:
-
393 break;
-
394 case CellActivity.Activate:
-
395 ActiveCells[row].Values[column] = true;
-
396 break;
-
397 case CellActivity.Deactivate:
-
398 ActiveCells[row].Values[column] = false;
-
399 break;
-
400 case CellActivity.Toggle:
-
401 ActiveCells[row].Values[column] = !ActiveCells[row].Values[column];
-
402 break;
-
403 default:
-
404 throw new System.NotImplementedException($"Unhandled cell activity: {activity}.");
-
405 }
-
406 }
-
407
-
415 public void SetCellActivity(int row, int column, bool activity)
-
416 {
-
417 if (!CellIndexExists(row, column))
-
418 throw new System.IndexOutOfRangeException($"Index out of range: ({row}, {column})");
-
419
-
420 ActiveCells[row].Values[column] = activity;
-
421 }
-
422
-
429 public bool GetCellActivity(int row, int column)
-
430 {
-
431 if (!CellIndexExists(row, column))
-
432 throw new System.IndexOutOfRangeException($"Index out of range: ({row}, {column})");
-
433
-
434 return ActiveCells[row].Values[column];
-
435 }
-
436
-
442 public bool CellIndexExists(int row, int column)
-
443 {
-
444 return (uint)row < (uint)Rows && (uint)column < (uint)Columns;
-
445 }
-
446
-
452 public bool CellIndexRangeExists(Vector2Int startIndex, Vector2Int endIndex)
-
453 {
-
454 return CellIndexExists(startIndex.x, startIndex.y) && CellIndexExists(endIndex.x, endIndex.y);
-
455 }
-
456
-
460 public int AutoAssign()
-
461 {
-
462 Size = Size;
-
463 var children = GetComponentsInChildren<CellChild>();
-
464
-
465 foreach (var child in children)
-
466 {
-
467 child.AutoAssign(this);
-
468 }
-
469
-
470 return children.Length;
-
471 }
-
472
-
477 public Quaternion GetCellViewDirection()
-
478 {
-
479 switch (RoomType)
-
480 {
-
481 case RoomType.TwoDimensional:
-
482 case RoomType.ThreeDimensionalXY:
-
483 return Quaternion.Euler(0, 0, 0);
-
484 case RoomType.ThreeDimensionalXZ:
-
485 return Quaternion.Euler(90, 0, 0);
-
486 default:
-
487 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
-
488 }
-
489 }
-
490
-
494 public Vector3 CenterGridPosition()
-
495 {
-
496 return new Vector3(Columns * CellSize.x, Rows * CellSize.y, CellSize.z) * 0.5f;
-
497 }
-
498
-
502 public Vector3 CenterLocalPosition()
-
503 {
- -
505 }
-
506
-
510 public Vector3 CenterGlobalPosition()
-
511 {
-
512 return CenterLocalPosition() + transform.position;
-
513 }
-
514
-
519 public Vector3 LocalCellSize()
-
520 {
-
521 switch (RoomType)
-
522 {
-
523 case RoomType.TwoDimensional:
-
524 case RoomType.ThreeDimensionalXY:
-
525 return CellSize;
-
526 case RoomType.ThreeDimensionalXZ:
-
527 return new Vector3(CellSize.x, CellSize.z, CellSize.y);
-
528 default:
-
529 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
-
530 }
-
531 }
-
532
-
538 public Vector3 GridToLocalPosition(Vector3 gridPosition)
-
539 {
-
540 switch (RoomType)
-
541 {
-
542 case RoomType.TwoDimensional:
-
543 case RoomType.ThreeDimensionalXY:
-
544 return new Vector3(gridPosition.x, -gridPosition.y, -gridPosition.z);
-
545 case RoomType.ThreeDimensionalXZ:
-
546 return new Vector3(gridPosition.x, gridPosition.z, -gridPosition.y);
-
547 default:
-
548 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
-
549 }
-
550 }
-
551
-
557 public Vector3 LocalToGridPosition(Vector3 localPosition)
-
558 {
-
559 switch (RoomType)
-
560 {
-
561 case RoomType.TwoDimensional:
-
562 case RoomType.ThreeDimensionalXY:
-
563 return new Vector3(localPosition.x, -localPosition.y, -localPosition.z);
-
564 case RoomType.ThreeDimensionalXZ:
-
565 return new Vector3(localPosition.x, -localPosition.z, localPosition.y);
-
566 default:
-
567 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
-
568 }
-
569 }
-
570
-
576 public Vector3 GlobalToGridPosition(Vector3 globalPosition)
-
577 {
-
578 return LocalToGridPosition(globalPosition - transform.position);
-
579 }
-
580
-
586 public Vector3 CellCenterGridPosition(int row, int column)
-
587 {
-
588 return new Vector3(CellSize.x * column, CellSize.y * row, 0) + 0.5f * CellSize;
-
589 }
-
590
-
596 public Vector3 CellCenterGlobalPosition(int row, int column)
-
597 {
-
598 return CellCenterLocalPosition(row, column) + transform.position;
-
599 }
-
600
-
606 public Vector3 CellCenterLocalPosition(int row, int column)
-
607 {
-
608 return GridToLocalPosition(CellCenterGridPosition(row, column));
-
609 }
-
610
-
616 public Vector2Int GridPositionToCellIndex(Vector3 position)
-
617 {
-
618 var row = Mathf.FloorToInt(position.y / CellSize.y);
-
619 var column = Mathf.FloorToInt(position.x / CellSize.x);
-
620
-
621 if (CellIndexExists(row, column))
-
622 return new Vector2Int(row, column);
-
623
-
624 return new Vector2Int(-1, -1);
-
625 }
-
626
-
632 public Vector2Int LocalPositionToCellIndex(Vector3 position)
-
633 {
- -
635 }
-
636
-
642 public Vector2Int GlobalPositionToCellIndex(Vector3 position)
-
643 {
-
644 return LocalPositionToCellIndex(position - transform.position);
-
645 }
-
646
-
652 public RoomTemplate GetMMRoomTemplate(int id, string name)
-
653 {
-
654 var cells = GetMMCells();
-
655 AddMMDoors(cells);
-
656 AddMMFeatures(cells);
-
657 var spots = GetMMCollectableSpots();
-
658 var template = new RoomTemplate(id, name, cells, spots);
-
659 template.Validate();
- -
661 return template;
-
662 }
+
329 while (row.Values.Count < Columns)
+
330 {
+
331 row.Values.Add(true);
+
332 }
+
333 }
+
334
+
335 while (ActiveCells.Count < Rows)
+
336 {
+
337 ActiveCells.Add(new ActiveCellsRow(Columns, true));
+
338 }
+
339 }
+
340
+
349 public bool SetCellActivities(Vector2Int startIndex, Vector2Int endIndex, CellActivity activity)
+
350 {
+
351 if (activity == CellActivity.None || !CellIndexRangeExists(startIndex, endIndex))
+
352 return false;
+
353
+
354 var startRow = Mathf.Min(startIndex.x, endIndex.x);
+
355 var endRow = Mathf.Max(startIndex.x, endIndex.x);
+
356 var startColumn = Mathf.Min(startIndex.y, endIndex.y);
+
357 var endColumn = Mathf.Max(startIndex.y, endIndex.y);
+
358
+
359 for (int i = startRow; i <= endRow; i++)
+
360 {
+
361 for (int j = startColumn; j <= endColumn; j++)
+
362 {
+
363 SetCellActivity(i, j, activity);
+
364 }
+
365 }
+
366
+
367 return true;
+
368 }
+
369
+
378 public void SetCellActivity(int row, int column, CellActivity activity)
+
379 {
+
380 if (!CellIndexExists(row, column))
+
381 throw new System.IndexOutOfRangeException($"Index out of range: ({row}, {column})");
+
382
+
383 switch (activity)
+
384 {
+
385 case CellActivity.None:
+
386 break;
+
387 case CellActivity.Activate:
+
388 ActiveCells[row].Values[column] = true;
+
389 break;
+
390 case CellActivity.Deactivate:
+
391 ActiveCells[row].Values[column] = false;
+
392 break;
+
393 case CellActivity.Toggle:
+
394 ActiveCells[row].Values[column] = !ActiveCells[row].Values[column];
+
395 break;
+
396 default:
+
397 throw new System.NotImplementedException($"Unhandled cell activity: {activity}.");
+
398 }
+
399 }
+
400
+
408 public void SetCellActivity(int row, int column, bool activity)
+
409 {
+
410 if (!CellIndexExists(row, column))
+
411 throw new System.IndexOutOfRangeException($"Index out of range: ({row}, {column})");
+
412
+
413 ActiveCells[row].Values[column] = activity;
+
414 }
+
415
+
422 public bool GetCellActivity(int row, int column)
+
423 {
+
424 if (!CellIndexExists(row, column))
+
425 throw new System.IndexOutOfRangeException($"Index out of range: ({row}, {column})");
+
426
+
427 return ActiveCells[row].Values[column];
+
428 }
+
429
+
435 public bool CellIndexExists(int row, int column)
+
436 {
+
437 return (uint)row < (uint)Rows && (uint)column < (uint)Columns;
+
438 }
+
439
+
445 public bool CellIndexRangeExists(Vector2Int startIndex, Vector2Int endIndex)
+
446 {
+
447 return CellIndexExists(startIndex.x, startIndex.y) && CellIndexExists(endIndex.x, endIndex.y);
+
448 }
+
449
+
453 public int AutoAssign()
+
454 {
+
455 Size = Size;
+
456 var children = GetComponentsInChildren<CellChild>();
+
457
+
458 foreach (var child in children)
+
459 {
+
460 child.AutoAssign(this);
+
461 }
+
462
+
463 return children.Length;
+
464 }
+
465
+
470 public Quaternion GetCellViewDirection()
+
471 {
+
472 switch (RoomType)
+
473 {
+
474 case RoomType.TwoDimensional:
+
475 case RoomType.ThreeDimensionalXY:
+
476 return Quaternion.Euler(0, 0, 0);
+
477 case RoomType.ThreeDimensionalXZ:
+
478 return Quaternion.Euler(90, 0, 0);
+
479 default:
+
480 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
+
481 }
+
482 }
+
483
+
487 public Vector3 CenterGridPosition()
+
488 {
+
489 return new Vector3(Columns * CellSize.x, Rows * CellSize.y, CellSize.z) * 0.5f;
+
490 }
+
491
+
495 public Vector3 CenterLocalPosition()
+
496 {
+ +
498 }
+
499
+
503 public Vector3 CenterGlobalPosition()
+
504 {
+
505 return CenterLocalPosition() + transform.position;
+
506 }
+
507
+
512 public Vector3 LocalCellSize()
+
513 {
+
514 switch (RoomType)
+
515 {
+
516 case RoomType.TwoDimensional:
+
517 case RoomType.ThreeDimensionalXY:
+
518 return CellSize;
+
519 case RoomType.ThreeDimensionalXZ:
+
520 return new Vector3(CellSize.x, CellSize.z, CellSize.y);
+
521 default:
+
522 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
+
523 }
+
524 }
+
525
+
531 public Vector3 GridToLocalPosition(Vector3 gridPosition)
+
532 {
+
533 switch (RoomType)
+
534 {
+
535 case RoomType.TwoDimensional:
+
536 case RoomType.ThreeDimensionalXY:
+
537 return new Vector3(gridPosition.x, -gridPosition.y, -gridPosition.z);
+
538 case RoomType.ThreeDimensionalXZ:
+
539 return new Vector3(gridPosition.x, gridPosition.z, -gridPosition.y);
+
540 default:
+
541 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
+
542 }
+
543 }
+
544
+
550 public Vector3 LocalToGridPosition(Vector3 localPosition)
+
551 {
+
552 switch (RoomType)
+
553 {
+
554 case RoomType.TwoDimensional:
+
555 case RoomType.ThreeDimensionalXY:
+
556 return new Vector3(localPosition.x, -localPosition.y, -localPosition.z);
+
557 case RoomType.ThreeDimensionalXZ:
+
558 return new Vector3(localPosition.x, -localPosition.z, localPosition.y);
+
559 default:
+
560 throw new System.ArgumentException($"Unhandled room type: {RoomType}.");
+
561 }
+
562 }
+
563
+
569 public Vector3 GlobalToGridPosition(Vector3 globalPosition)
+
570 {
+
571 return LocalToGridPosition(globalPosition - transform.position);
+
572 }
+
573
+
579 public Vector3 CellCenterGridPosition(int row, int column)
+
580 {
+
581 return new Vector3(CellSize.x * column, CellSize.y * row, 0) + 0.5f * CellSize;
+
582 }
+
583
+
589 public Vector3 CellCenterGlobalPosition(int row, int column)
+
590 {
+
591 return CellCenterLocalPosition(row, column) + transform.position;
+
592 }
+
593
+
599 public Vector3 CellCenterLocalPosition(int row, int column)
+
600 {
+
601 return GridToLocalPosition(CellCenterGridPosition(row, column));
+
602 }
+
603
+
609 public Vector2Int GridPositionToCellIndex(Vector3 position)
+
610 {
+
611 var row = Mathf.FloorToInt(position.y / CellSize.y);
+
612 var column = Mathf.FloorToInt(position.x / CellSize.x);
+
613
+
614 if (CellIndexExists(row, column))
+
615 return new Vector2Int(row, column);
+
616
+
617 return new Vector2Int(-1, -1);
+
618 }
+
619
+
625 public Vector2Int LocalPositionToCellIndex(Vector3 position)
+
626 {
+ +
628 }
+
629
+
635 public Vector2Int GlobalPositionToCellIndex(Vector3 position)
+
636 {
+
637 return LocalPositionToCellIndex(position - transform.position);
+
638 }
+
639
+
645 public RoomTemplate GetMMRoomTemplate(int id, string name)
+
646 {
+
647 var cells = GetMMCells();
+
648 AddMMDoors(cells);
+
649 AddMMFeatures(cells);
+
650 var spots = GetMMCollectableSpots();
+
651 var template = new RoomTemplate(id, name, cells, spots);
+
652 template.Validate();
+ +
654 return template;
+
655 }
+
656
+
660 private Array2D<Cell> GetMMCells()
+
661 {
+
662 var cells = new Array2D<Cell>(Rows, Columns);
663
-
667 private Array2D<Cell> GetMMCells()
-
668 {
-
669 var cells = new Array2D<Cell>(Rows, Columns);
-
670
-
671 for (int i = 0; i < cells.Rows; i++)
-
672 {
-
673 for (int j = 0; j < cells.Columns; j++)
-
674 {
-
675 if (GetCellActivity(i, j))
-
676 cells[i, j] = Cell.New;
-
677 }
-
678 }
-
679
-
680 return cells;
-
681 }
-
682
-
687 private void AddMMDoors(Array2D<Cell> cells)
-
688 {
-
689 foreach (var door in GetComponentsInChildren<DoorComponent>())
-
690 {
-
691 var cell = cells[door.Row, door.Column];
-
692 cell.SetDoor(door.Direction, door.GetMMDoor());
-
693 }
-
694 }
-
695
-
700 private void AddMMFeatures(Array2D<Cell> cells)
-
701 {
-
702 foreach (var feature in GetComponentsInChildren<Feature>())
-
703 {
-
704 var cell = cells[feature.Row, feature.Column];
-
705 cell.AddFeature(feature.Name);
-
706 }
-
707 }
-
708
-
712 private Dictionary<int, CollectableSpot> GetMMCollectableSpots()
-
713 {
-
714 var spots = GetComponentsInChildren<CollectableSpotComponent>();
-
715 var result = new Dictionary<int, CollectableSpot>(spots.Length);
-
716
-
717 foreach (var spot in spots)
-
718 {
-
719 result.Add(spot.Id, spot.GetMMCollectableSpot());
-
720 }
-
721
-
722 return result;
-
723 }
-
724
-
729 public void ValidateRoomFlags()
-
730 {
-
731 var set = new HashSet<int>();
+
664 for (int i = 0; i < cells.Rows; i++)
+
665 {
+
666 for (int j = 0; j < cells.Columns; j++)
+
667 {
+
668 if (GetCellActivity(i, j))
+
669 cells[i, j] = Cell.New;
+
670 }
+
671 }
+
672
+
673 return cells;
+
674 }
+
675
+
680 private void AddMMDoors(Array2D<Cell> cells)
+
681 {
+
682 foreach (var door in GetComponentsInChildren<DoorComponent>())
+
683 {
+
684 var cell = cells[door.Row, door.Column];
+
685 cell.SetDoor(door.Direction, door.GetMMDoor());
+
686 }
+
687 }
+
688
+
693 private void AddMMFeatures(Array2D<Cell> cells)
+
694 {
+
695 foreach (var feature in GetComponentsInChildren<Feature>())
+
696 {
+
697 var cell = cells[feature.Row, feature.Column];
+
698 cell.AddFeature(feature.Name);
+
699 }
+
700 }
+
701
+
705 private Dictionary<int, CollectableSpot> GetMMCollectableSpots()
+
706 {
+
707 var spots = GetComponentsInChildren<CollectableSpotComponent>();
+
708 var result = new Dictionary<int, CollectableSpot>(spots.Length);
+
709
+
710 foreach (var spot in spots)
+
711 {
+
712 result.Add(spot.Id, spot.GetMMCollectableSpot());
+
713 }
+
714
+
715 return result;
+
716 }
+
717
+
722 public void ValidateRoomFlags()
+
723 {
+
724 var set = new HashSet<int>();
+
725
+
726 foreach (var flag in GetComponentsInChildren<RoomFlag>())
+
727 {
+
728 if (!set.Add(flag.Id))
+
729 throw new DuplicateIdException($"Duplicate room flag ID {flag.Id} for object {flag}.");
+
730 }
+
731 }
732
-
733 foreach (var flag in GetComponentsInChildren<RoomFlag>())
-
734 {
-
735 if (!set.Add(flag.Id))
-
736 throw new DuplicateIdException($"Duplicate room flag ID {flag.Id} for object {flag}.");
-
737 }
-
738 }
-
739
-
744 public Vector2Int FindClosestActiveCellIndex(Vector3 position)
-
745 {
-
746 var fastIndex = GlobalPositionToCellIndex(position);
+
737 public Vector2Int FindClosestActiveCellIndex(Vector3 position)
+
738 {
+
739 var fastIndex = GlobalPositionToCellIndex(position);
+
740
+
741 if (CellIndexExists(fastIndex.x, fastIndex.y) && GetCellActivity(fastIndex.x, fastIndex.y))
+
742 return fastIndex;
+
743
+
744 var index = Vector2Int.zero;
+
745 var minDistance = float.PositiveInfinity;
+
746 var gridPosition = GlobalToGridPosition(position);
747
-
748 if (CellIndexExists(fastIndex.x, fastIndex.y) && GetCellActivity(fastIndex.x, fastIndex.y))
-
749 return fastIndex;
-
750
-
751 var index = Vector2Int.zero;
-
752 var minDistance = float.PositiveInfinity;
-
753 var gridPosition = GlobalToGridPosition(position);
-
754
-
755 for (int i = 0; i < Rows; i++)
-
756 {
-
757 for (int j = 0; j < Columns; j++)
-
758 {
-
759 if (GetCellActivity(i, j))
-
760 {
-
761 Vector2 delta = CellCenterGridPosition(i, j) - gridPosition;
-
762 var distance = delta.sqrMagnitude;
-
763
-
764 if (distance < minDistance)
-
765 {
-
766 minDistance = distance;
-
767 index = new Vector2Int(i, j);
-
768 }
-
769 }
-
770 }
-
771 }
-
772
-
773 return index;
-
774 }
-
775
-
782 public DoorDirection FindClosestDoorDirection(int row, int column, Vector3 position)
-
783 {
-
784 System.Span<DoorDirection> directions = stackalloc DoorDirection[]
-
785 {
-
786 DoorDirection.North,
-
787 DoorDirection.East,
-
788 DoorDirection.South,
-
789 DoorDirection.West,
-
790 DoorDirection.Top,
-
791 DoorDirection.Bottom,
-
792 };
-
793
-
794 System.Span<Vector3> vectors = stackalloc Vector3[]
-
795 {
-
796 new Vector3(0, -1, 0),
-
797 new Vector3(1, 0, 0),
-
798 new Vector3(0, 1, 0),
-
799 new Vector3(-1, 0, 0),
-
800 new Vector3(0, 0, 1),
-
801 new Vector3(0, 0, -1),
-
802 };
-
803
-
804 var index = 0;
-
805 var maxDistance = float.NegativeInfinity;
-
806 var count = RoomType == RoomType.TwoDimensional ? 4 : vectors.Length;
-
807 var delta = GlobalToGridPosition(position) - CellCenterGridPosition(row, column);
-
808 delta.x /= CellSize.x;
-
809 delta.y /= CellSize.y;
-
810 delta.z /= CellSize.z;
-
811
-
812 for (int i = 0; i < count; i++)
-
813 {
-
814 var distance = Vector3.Dot(delta, vectors[i]);
+
748 for (int i = 0; i < Rows; i++)
+
749 {
+
750 for (int j = 0; j < Columns; j++)
+
751 {
+
752 if (GetCellActivity(i, j))
+
753 {
+
754 Vector2 delta = CellCenterGridPosition(i, j) - gridPosition;
+
755 var distance = delta.sqrMagnitude;
+
756
+
757 if (distance < minDistance)
+
758 {
+
759 minDistance = distance;
+
760 index = new Vector2Int(i, j);
+
761 }
+
762 }
+
763 }
+
764 }
+
765
+
766 return index;
+
767 }
+
768
+
775 public DoorDirection FindClosestDoorDirection(int row, int column, Vector3 position)
+
776 {
+
777 System.Span<DoorDirection> directions = stackalloc DoorDirection[]
+
778 {
+
779 DoorDirection.North,
+
780 DoorDirection.East,
+
781 DoorDirection.South,
+
782 DoorDirection.West,
+
783 DoorDirection.Top,
+
784 DoorDirection.Bottom,
+
785 };
+
786
+
787 System.Span<Vector3> vectors = stackalloc Vector3[]
+
788 {
+
789 new Vector3(0, -1, 0),
+
790 new Vector3(1, 0, 0),
+
791 new Vector3(0, 1, 0),
+
792 new Vector3(-1, 0, 0),
+
793 new Vector3(0, 0, 1),
+
794 new Vector3(0, 0, -1),
+
795 };
+
796
+
797 var index = 0;
+
798 var maxDistance = float.NegativeInfinity;
+
799 var count = RoomType == RoomType.TwoDimensional ? 4 : vectors.Length;
+
800 var delta = GlobalToGridPosition(position) - CellCenterGridPosition(row, column);
+
801 delta.x /= CellSize.x;
+
802 delta.y /= CellSize.y;
+
803 delta.z /= CellSize.z;
+
804
+
805 for (int i = 0; i < count; i++)
+
806 {
+
807 var distance = Vector3.Dot(delta, vectors[i]);
+
808
+
809 if (distance > maxDistance)
+
810 {
+
811 maxDistance = distance;
+
812 index = i;
+
813 }
+
814 }
815
-
816 if (distance > maxDistance)
-
817 {
-
818 maxDistance = distance;
-
819 index = i;
-
820 }
-
821 }
-
822
-
823 return directions[index];
-
824 }
-
825 }
-
826}
+
816 return directions[index];
+
817 }
+
818 }
+
819}
The base class for cell trigger areas.
Definition: CellArea.cs:9
static CellArea InstantiateCellArea(int row, int column, RoomComponent room, int cellLayer, LayerMask triggeringLayers)
Instantiates a new cell area within the specified room.
Definition: CellArea.cs:34
-
A manager for maintaining the current map data and state.
Definition: LayoutPack.cs:12
LayoutState LayoutState
The layout state.
Definition: LayoutPack.cs:21
ManiaMapSettings Settings
The applied settings.
Definition: LayoutPack.cs:26
LayerMask TriggeringLayers
The physics layers that trigger room cell area triggers.
int CellLayer
The physics layer assigned to room cell area triggers.
-
A component for creating a room.
-
Vector3 GridToLocalPosition(Vector3 gridPosition)
Converts the specified grid coordinate to local coordinates.
-
bool CellIndexExists(int row, int column)
Returns true if the cell index exists.
-
Vector3 CenterGlobalPosition()
Returns the center of the cell grid in global coordinates.
-
Vector3 LocalCellSize()
Returns the cell size in local coordinates.
-
static AsyncOperationHandle< GameObject > InstantiateRoomAsync(AssetReferenceGameObject prefab, Transform parent, LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
Instantiates and initializes a room asynchronously. Returns the operation handle.
-
void SetCellActivity(int row, int column, bool activity)
Sets the cell activity for the specified index.
-
void SizeActiveCells()
Sizes the active cells list to match the room size.
-
int AutoAssign()
Runs auto assign on the room's cell children. Returns the number of children.
-
Vector2Int GridPositionToCellIndex(Vector3 position)
Converts the specified grid position to the containing cell index. If the cell index does not exist,...
-
void MoveToLayoutPosition()
Sets the room's local position to its position in the layout.
-
static RoomComponent InstantiateRoom(GameObject prefab, Transform parent, LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
Instantiates and initializes a room and returns it.
- -
bool Initialize(LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
Initializes the room. Returns false if the room has already been initialized.
-
UnityEvent OnInitialize
An event invoked when the room is initialized.
-
Vector2Int GlobalPositionToCellIndex(Vector3 position)
Converts the specified global position to the containing cell index. If the cell index does not exist...
-
Vector3 CenterLocalPosition()
Returns the center of the cell grid in local coordinates.
-
Array2D< Cell > GetMMCells()
Returns the Mania Map cells used by the procedural generator.
-
Dictionary< int, CollectableSpot > GetMMCollectableSpots()
Returns the Mania Map collectable spots by ID.
-
Vector2Int LocalPositionToCellIndex(Vector3 position)
Converts the specified local position to the containing cell index. If the cell index does not exist,...
-
Vector3 LocalToGridPosition(Vector3 localPosition)
Converts the specified local coordinate to grid coordinates.
-
static RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room and returns it.
-
Vector3 CellCenterGridPosition(int row, int column)
Returns the cell center for the specified index in grid coordinates.
-
UnityEvent OnInitialized
The event invoked after the room has completed initialization.
-
Vector3 CellCenterLocalPosition(int row, int column)
Returns the cell center for the specified index in local coordinates.
- -
void AddMMFeatures(Array2D< Cell > cells)
Adds the cell features to the cells array.
-
Vector2Int Size
The size of the room grid in rows (x) and columns (y).
-
void AddMMDoors(Array2D< Cell > cells)
Adds the Mania Map doors to the cells array.
-
Vector3 CellSize
The size of each cell within the grid coordinate system.
-
bool CellIndexRangeExists(Vector2Int startIndex, Vector2Int endIndex)
Returns true if both cell indexes exist.
-
RoomTemplateResource RoomTemplate
The room template.
-
void DrawCells(Color fillColor, Color lineColor, bool activity)
Draws the cell cube gizmos for the specified cell activity.
-
void ValidateRoomFlags()
Validates that the room flag ID's are unique.
- -
DoorDirection FindClosestDoorDirection(int row, int column, Vector3 position)
Returns the closest door direction based on the specified global position.
-
CellAreaTriggerEvent OnCellAreaEntered
The event invoked when a room cell has been entered. Message includes the enterered cell and the coll...
-
Vector3 CenterGridPosition()
Returns the center of the cell grid in grid coordinates.
-
RoomState RoomState
The room state.
-
bool SetCellActivities(Vector2Int startIndex, Vector2Int endIndex, CellActivity activity)
Sets the cell activities for the specified index range. No action is taken if one of the indexes is o...
-
void SetCellActivity(int row, int column, CellActivity activity)
Sets the cell activity for the specified index.
-
Vector2Int FindClosestActiveCellIndex(Vector3 position)
Returns the closest active cell index for the specified global position.
- -
bool IsInitialized
True if the room has been initialized.
-
Quaternion GetCellViewDirection()
Returns the quaternion angle perpendicular to the cell plane.
-
RoomTemplate GetMMRoomTemplate(int id, string name)
Returns the Mania Map room template used by the procedural generator.
-
List< ActiveCellsRow > ActiveCells
A list of active cell rows.
-
CellAreaTriggerEvent OnCellAreaExited
The event invoked when a room cell has been exited. Message includes the exited cell and the collidin...
-
Vector3 GlobalToGridPosition(Vector3 globalPosition)
Converts the specified global position to grid coordinates.
-
Vector3 CellCenterGlobalPosition(int row, int column)
Returns the cell center for the specified index in global coordinates.
-
bool GetCellActivity(int row, int column)
Returns the cell activity for the specified index.
-
void CreateCellAreas(int cellLayer, LayerMask triggeringLayers)
Creates the cell area triggers as children of the room.
-
static AsyncOperationHandle< GameObject > InstantiateRoomAsync(Uid id, LayoutPack layoutPack, AssetReferenceGameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room asynchronously. Returns the operation handle.
+
A component for creating a room.
+
Vector3 GridToLocalPosition(Vector3 gridPosition)
Converts the specified grid coordinate to local coordinates.
+
bool CellIndexExists(int row, int column)
Returns true if the cell index exists.
+
Vector3 CenterGlobalPosition()
Returns the center of the cell grid in global coordinates.
+
Vector3 LocalCellSize()
Returns the cell size in local coordinates.
+
static AsyncOperationHandle< GameObject > InstantiateRoomAsync(AssetReferenceGameObject prefab, Transform parent, LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
Instantiates and initializes a room asynchronously. Returns the operation handle.
+
void SetCellActivity(int row, int column, bool activity)
Sets the cell activity for the specified index.
+
void SizeActiveCells()
Sizes the active cells list to match the room size.
+
int AutoAssign()
Runs auto assign on the room's cell children. Returns the number of children.
+
Vector2Int GridPositionToCellIndex(Vector3 position)
Converts the specified grid position to the containing cell index. If the cell index does not exist,...
+
void MoveToLayoutPosition()
Sets the room's local position to its position in the layout.
+
static RoomComponent InstantiateRoom(GameObject prefab, Transform parent, LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
Instantiates and initializes a room and returns it.
+ +
bool Initialize(LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)
Initializes the room. Returns false if the room has already been initialized.
+
UnityEvent OnInitialize
An event invoked when the room is initialized.
+
Vector2Int GlobalPositionToCellIndex(Vector3 position)
Converts the specified global position to the containing cell index. If the cell index does not exist...
+
Vector3 CenterLocalPosition()
Returns the center of the cell grid in local coordinates.
+
Array2D< Cell > GetMMCells()
Returns the Mania Map cells used by the procedural generator.
+
Dictionary< int, CollectableSpot > GetMMCollectableSpots()
Returns the Mania Map collectable spots by ID.
+
Vector2Int LocalPositionToCellIndex(Vector3 position)
Converts the specified local position to the containing cell index. If the cell index does not exist,...
+
Vector3 LocalToGridPosition(Vector3 localPosition)
Converts the specified local coordinate to grid coordinates.
+
static RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room and returns it.
+
Vector3 CellCenterGridPosition(int row, int column)
Returns the cell center for the specified index in grid coordinates.
+
UnityEvent OnInitialized
The event invoked after the room has completed initialization.
+
Vector3 CellCenterLocalPosition(int row, int column)
Returns the cell center for the specified index in local coordinates.
+ +
void AddMMFeatures(Array2D< Cell > cells)
Adds the cell features to the cells array.
+
Vector2Int Size
The size of the room grid in rows (x) and columns (y).
+
void AddMMDoors(Array2D< Cell > cells)
Adds the Mania Map doors to the cells array.
+
Vector3 CellSize
The size of each cell within the grid coordinate system.
+
bool CellIndexRangeExists(Vector2Int startIndex, Vector2Int endIndex)
Returns true if both cell indexes exist.
+
RoomTemplateResource RoomTemplate
The room template.
+
void DrawCells(Color fillColor, Color lineColor, bool activity)
Draws the cell cube gizmos for the specified cell activity.
+
void ValidateRoomFlags()
Validates that the room flag ID's are unique.
+ +
DoorDirection FindClosestDoorDirection(int row, int column, Vector3 position)
Returns the closest door direction based on the specified global position.
+
CellAreaTriggerEvent OnCellAreaEntered
The event invoked when a room cell has been entered. Message includes the enterered cell and the coll...
+
Vector3 CenterGridPosition()
Returns the center of the cell grid in grid coordinates.
+
RoomState RoomState
The room state.
+
bool SetCellActivities(Vector2Int startIndex, Vector2Int endIndex, CellActivity activity)
Sets the cell activities for the specified index range. No action is taken if one of the indexes is o...
+
void SetCellActivity(int row, int column, CellActivity activity)
Sets the cell activity for the specified index.
+
Vector2Int FindClosestActiveCellIndex(Vector3 position)
Returns the closest active cell index for the specified global position.
+ +
bool IsInitialized
True if the room has been initialized.
+
Quaternion GetCellViewDirection()
Returns the quaternion angle perpendicular to the cell plane.
+
RoomTemplate GetMMRoomTemplate(int id, string name)
Returns the Mania Map room template used by the procedural generator.
+
List< ActiveCellsRow > ActiveCells
A list of active cell rows.
+
CellAreaTriggerEvent OnCellAreaExited
The event invoked when a room cell has been exited. Message includes the exited cell and the collidin...
+
Vector3 GlobalToGridPosition(Vector3 globalPosition)
Converts the specified global position to grid coordinates.
+
Vector3 CellCenterGlobalPosition(int row, int column)
Returns the cell center for the specified index in global coordinates.
+
bool GetCellActivity(int row, int column)
Returns the cell activity for the specified index.
+
void CreateCellAreas(int cellLayer, LayerMask triggeringLayers)
Creates the cell area triggers as children of the room.
+
static AsyncOperationHandle< GameObject > InstantiateRoomAsync(Uid id, LayoutPack layoutPack, AssetReferenceGameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room asynchronously. Returns the operation handle.
A container for storing a serialized room template.
-
CellActivity
The cell activity.
Definition: CellActivity.cs:7
RoomType
The type of room.
Definition: RoomType.cs:9
diff --git a/_room_database_8cs_source.html b/_room_database_8cs_source.html index 0c4211d5..c556d3f7 100644 --- a/_room_database_8cs_source.html +++ b/_room_database_8cs_source.html @@ -217,8 +217,8 @@
168}
A manager for maintaining the current map data and state.
Definition: LayoutPack.cs:12
-
A component for creating a room.
-
static RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room and returns it.
+
A component for creating a room.
+
static RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room and returns it.
A database of room prefabs.
Definition: RoomDatabase.cs:14
List< RoomComponent > Rooms
A list of room prefabs.
Definition: RoomDatabase.cs:20
RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, Transform parent=null, bool assignLayoutPosition=false)
Instantiates the room with the specified ID.
diff --git a/_room_flag_8cs_source.html b/_room_flag_8cs_source.html index 211e410a..248ca894 100644 --- a/_room_flag_8cs_source.html +++ b/_room_flag_8cs_source.html @@ -147,8 +147,8 @@
RoomComponent Room
The containing room.
Definition: CellChild.cs:37
Contains methods for creating random ID's.
Definition: Rand.cs:9
static int AutoAssignId(int id)
If the specified ID is greater than zero, returns the ID. Otherwise, returns a random positive intege...
Definition: Rand.cs:15
-
A component for creating a room.
-
RoomState RoomState
The room state.
+
A component for creating a room.
+
RoomState RoomState
The room state.
A unique room flag.
Definition: RoomFlag.cs:9
bool FlagIsSet()
True if the flag is set.
Definition: RoomFlag.cs:32
bool RemoveFlag()
Removes the flag. Returns true if the flag was removed.
Definition: RoomFlag.cs:48
diff --git a/_room_not_initialized_exception_8cs_source.html b/_room_not_initialized_exception_8cs_source.html deleted file mode 100644 index b2ab9160..00000000 --- a/_room_not_initialized_exception_8cs_source.html +++ /dev/null @@ -1,127 +0,0 @@ - - - - - - - - - - - - - -ManiaMap.Unity: /github/workspace/Packages/ManiaMap.Unity/Scripts/Runtime/Exceptions/RoomNotInitializedException.cs Source File - - - - - - - - - - - - - - - - - -
-
- - - - - - - -
-
ManiaMap.Unity -
-
Procedural generation of metroidvania style maps for Unity.
-
-
- - - - - - - -
-
- -
-
-
- -
- -
-
- - -
- -
- -
-
RoomNotInitializedException.cs
-
-
-
1using System;
-
2
- -
4{
-
8 public class RoomNotInitializedException : Exception
-
9 {
-
11 public RoomNotInitializedException(string message) : base(message)
-
12 {
-
13
-
14 }
-
15 }
-
16}
- - - -
-
- - - - diff --git a/_room_template_database_8cs_source.html b/_room_template_database_8cs_source.html index e826233c..5909ee29 100644 --- a/_room_template_database_8cs_source.html +++ b/_room_template_database_8cs_source.html @@ -280,8 +280,8 @@
258}
A manager for maintaining the current map data and state.
Definition: LayoutPack.cs:12
-
A component for creating a room.
-
static AsyncOperationHandle< GameObject > InstantiateRoomAsync(Uid id, LayoutPack layoutPack, AssetReferenceGameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room asynchronously. Returns the operation handle.
+
A component for creating a room.
+
static AsyncOperationHandle< GameObject > InstantiateRoomAsync(Uid id, LayoutPack layoutPack, AssetReferenceGameObject prefab, Transform parent=null, bool assignLayoutPosition=false)
Instantiates and initializes a room asynchronously. Returns the operation handle.
A database of room templates whose room can be instantiated via Addressables.
RoomComponent InstantiateRoom(Uid id, LayoutPack layoutPack, Transform parent=null, bool assignLayoutPosition=false)
Instantiates the specified room and returns it.
List< RoomComponent > InstantiateRooms(LayoutPack layoutPack, Transform parent=null, int? z=null)
Instantiates the rooms in the specified layer of the layout.
diff --git a/annotated.html b/annotated.html index 4c1c0d4b..b1a0dec1 100644 --- a/annotated.html +++ b/annotated.html @@ -117,49 +117,48 @@  NExceptions  CDuplicateInputExceptionException raised when a duplicate generation input argument exists.  CMissingInputExceptionException raised when a generation step is missing an input argument. - CRoomNotInitializedExceptionRaised when a room has not been initialized. - CRoomTemplateNotInitializedExceptionRaised when a room template has not been initialized. - NGenerators - CCollectableGeneratorStepA component for adding a collectable generator step to a GenerationPipeline. - CCollectableGroupsInputA generation input for supplying collectable groups to a GenerationPipeline. - CGenerationInputThe base class for a GenerationPipeline input. - CGenerationIntInputA component for adding a named integer input to a GenerationPipeline. - CGenerationNamedInputThe base component for adding a named input to a GenerationPipeline. - CGenerationPipelineA component for generating layouts using a sequence of steps. - CGenerationStepThe base class for creating a GenerationPipeline step. - CLayoutGeneratorStepA component for generation layouts as part of a GenerationPipeline. - CLayoutGraphRandomizerStepA generation step for randomizing a layout graph based on the specified parameters. - CLayoutGraphSelectorStepA generation step for drawing a random layout graph in a pipeline. - CLayoutGraphsInputA generation input for supplying layout graphs inputs to a pipeline. - CRandomSeedInputA generation input for specifying a random seed. - NGraphs - CLayoutGraphEdgeAn edge in a LayoutGraph. - CLayoutGraphNodeA node in a LayoutGraph. - CLayoutGraphResourceA graph consisting of LayoutNode and LayoutEdge. - CActiveCellsRowThe row of the RoomComponent active cells list. - CCellAreaThe base class for cell trigger areas. - CCellArea2DA 2D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. - CCellArea3DA 3D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. - CCellAreaTriggerEvent - CCellChildAn object tied to the cell index of a RoomComponent. - CCollectableGroupA class for creating groups of CollectableResource - CCollectableGroupEntryA structure containing a collectable and a quantity. - CCollectableResourceAn object representing a collectable with a unique ID. - CCollectableSpotComponentRepresents a collectable spot. - CColorUtilityContains methods for manipulating colors - CDoorComponentA component representing a possible door location. - CDoorThresholdAn interpolatable area, useful for locating characters moving between door thresholds. - CFeatureA component for defining a cell feature. - CLayoutPackA manager for maintaining the current map data and state. - CManiaMapSettingsContains settings used by Mania Map components. - CRandContains methods for creating random ID's. - CRoomComponentA component for creating a room - CRoomDatabaseA database of room prefabs. - CRoomFlagA unique room flag. - CRoomTemplateDatabaseA database of room templates whose room can be instantiated via Addressables. - CRoomTemplateResourceA container for storing a serialized room template. - CTemplateGroupA class for grouping room templates. - CTemplateGroupEntryA TemplateGroup entry. + CRoomTemplateNotInitializedExceptionRaised when a room template has not been initialized. + NGenerators + CCollectableGeneratorStepA component for adding a collectable generator step to a GenerationPipeline. + CCollectableGroupsInputA generation input for supplying collectable groups to a GenerationPipeline. + CGenerationInputThe base class for a GenerationPipeline input. + CGenerationIntInputA component for adding a named integer input to a GenerationPipeline. + CGenerationNamedInputThe base component for adding a named input to a GenerationPipeline. + CGenerationPipelineA component for generating layouts using a sequence of steps. + CGenerationStepThe base class for creating a GenerationPipeline step. + CLayoutGeneratorStepA component for generation layouts as part of a GenerationPipeline. + CLayoutGraphRandomizerStepA generation step for randomizing a layout graph based on the specified parameters. + CLayoutGraphSelectorStepA generation step for drawing a random layout graph in a pipeline. + CLayoutGraphsInputA generation input for supplying layout graphs inputs to a pipeline. + CRandomSeedInputA generation input for specifying a random seed. + NGraphs + CLayoutGraphEdgeAn edge in a LayoutGraph. + CLayoutGraphNodeA node in a LayoutGraph. + CLayoutGraphResourceA graph consisting of LayoutNode and LayoutEdge. + CActiveCellsRowThe row of the RoomComponent active cells list. + CCellAreaThe base class for cell trigger areas. + CCellArea2DA 2D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. + CCellArea3DA 3D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. + CCellAreaTriggerEvent + CCellChildAn object tied to the cell index of a RoomComponent. + CCollectableGroupA class for creating groups of CollectableResource + CCollectableGroupEntryA structure containing a collectable and a quantity. + CCollectableResourceAn object representing a collectable with a unique ID. + CCollectableSpotComponentRepresents a collectable spot. + CColorUtilityContains methods for manipulating colors + CDoorComponentA component representing a possible door location. + CDoorThresholdAn interpolatable area, useful for locating characters moving between door thresholds. + CFeatureA component for defining a cell feature. + CLayoutPackA manager for maintaining the current map data and state. + CManiaMapSettingsContains settings used by Mania Map components. + CRandContains methods for creating random ID's. + CRoomComponentA component for creating a room + CRoomDatabaseA database of room prefabs. + CRoomFlagA unique room flag. + CRoomTemplateDatabaseA database of room templates whose room can be instantiated via Addressables. + CRoomTemplateResourceA container for storing a serialized room template. + CTemplateGroupA class for grouping room templates. + CTemplateGroupEntryA TemplateGroup entry.
diff --git a/annotated_dup.js b/annotated_dup.js index 77507a34..4ae38b7f 100644 --- a/annotated_dup.js +++ b/annotated_dup.js @@ -17,7 +17,6 @@ var annotated_dup = [ "Exceptions", "namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.html", [ [ "DuplicateInputException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_duplicate_input_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_duplicate_input_exception" ], [ "MissingInputException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_missing_input_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_missing_input_exception" ], - [ "RoomNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception" ], [ "RoomTemplateNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_template_not_initialized_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_template_not_initialized_exception" ] ] ], [ "Generators", "namespace_m_pewsey_1_1_mania_map_unity_1_1_generators.html", [ diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_collectable_spot_component.html b/class_m_pewsey_1_1_mania_map_unity_1_1_collectable_spot_component.html index 5761ac14..99005bf4 100644 --- a/class_m_pewsey_1_1_mania_map_unity_1_1_collectable_spot_component.html +++ b/class_m_pewsey_1_1_mania_map_unity_1_1_collectable_spot_component.html @@ -133,7 +133,7 @@  True if the collectable spot exists. More...
  int CollectableId () - The assigned collectable ID. More...
+ The collectable ID. If the collectable spot does not exist in the layout, returns -1. More...
  CollectableSpot GetMMCollectableSpot ()  Returns new generation data for the collectable spot. More...
@@ -328,7 +328,7 @@

-

The assigned collectable ID.

+

The collectable ID. If the collectable spot does not exist in the layout, returns -1.

Definition at line 48 of file CollectableSpotComponent.cs.

diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception-members.html b/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception-members.html deleted file mode 100644 index 8d2ff4e9..00000000 --- a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception-members.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - - - - - - - -ManiaMap.Unity: Member List - - - - - - - - - - - - - - - - - -
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ManiaMap.Unity -
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Procedural generation of metroidvania style maps for Unity.
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RoomNotInitializedException Member List
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This is the complete list of members for RoomNotInitializedException, including all inherited members.

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RoomNotInitializedException(string message)RoomNotInitializedException
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- - - - diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html b/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html deleted file mode 100644 index 0b18cdea..00000000 --- a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html +++ /dev/null @@ -1,160 +0,0 @@ - - - - - - - - - - - - - -ManiaMap.Unity: RoomNotInitializedException Class Reference - - - - - - - - - - - - - - - - - -
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ManiaMap.Unity -
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Procedural generation of metroidvania style maps for Unity.
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RoomNotInitializedException Class Reference
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Raised when a room has not been initialized. - More...

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-Inheritance diagram for RoomNotInitializedException:
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-Public Member Functions

 RoomNotInitializedException (string message)
 
-

Detailed Description

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Raised when a room has not been initialized.

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Definition at line 8 of file RoomNotInitializedException.cs.

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Constructor & Destructor Documentation

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◆ RoomNotInitializedException()

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RoomNotInitializedException (string message)
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Definition at line 11 of file RoomNotInitializedException.cs.

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The documentation for this class was generated from the following file: -
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- - - - diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.js b/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.js deleted file mode 100644 index 2b32f915..00000000 --- a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.js +++ /dev/null @@ -1,4 +0,0 @@ -var class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception = -[ - [ "RoomNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html#aba6d43bfb474f9062699853c287acbdb", null ] -]; \ No newline at end of file diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.png b/class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.png deleted file mode 100644 index 9e32f874a00240c8ea250c5b17c890ba29e63a01..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 608 zcmeAS@N?(olHy`uVBq!ia0vp^D}gwGgBeJMPFs2gNJ#|vgt-3y{~ySF@#br3|Dg#$ z78oBmaDcV*jy#adQ4-`A%m7pb0#{Fk7%?y~zV~!-45?szJNI_qVFe!6+>^a>N2W%atkb*^u&9H*ChSPLMrv%xq%AWLvO|NuT`I`&*d;II2 zCfz%*)KB_y%71g;?sFO0|0iU=TcQ5yOZBpsOZ2P${|o&7Z@Z6bW?TI=gV^IClWI7F zJwK`XsGgjD_R5(YR)#w}8FdaCE!%!uYt`u)d5gMNtV@>K%m2W42Gb9rWeodTG#m62 zxgL1q=KjA6G>6lmft4eeA^woaf$4`$wu&E^AfjcSbN`q8%97``}?ipQ+MfKTOVpXow4Isls%Ms$KP6dT&5V1~ zX|>nj?eC9!-o&NX?tXL7*67XOl1t)ykb7UMqt=6#J^h~ dZM>QF2V=2i+L6Z3t)R5T;OXk;vd$@?2>_wh95?^~ diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_room_component-members.html b/class_m_pewsey_1_1_mania_map_unity_1_1_room_component-members.html index 0ce08a85..e2b8978d 100644 --- a/class_m_pewsey_1_1_mania_map_unity_1_1_room_component-members.html +++ b/class_m_pewsey_1_1_mania_map_unity_1_1_room_component-members.html @@ -168,8 +168,7 @@ SetSizeField(ref Vector2Int field, Vector2Int value) (defined in RoomComponent)RoomComponentprivate SizeRoomComponent SizeActiveCells()RoomComponent - Start() (defined in RoomComponent)RoomComponentprivate - ValidateRoomFlags()RoomComponent + ValidateRoomFlags()RoomComponent diff --git a/class_m_pewsey_1_1_mania_map_unity_1_1_room_component.html b/class_m_pewsey_1_1_mania_map_unity_1_1_room_component.html index 6fb22c06..0c1bb53c 100644 --- a/class_m_pewsey_1_1_mania_map_unity_1_1_room_component.html +++ b/class_m_pewsey_1_1_mania_map_unity_1_1_room_component.html @@ -295,8 +295,6 @@   void SetSizeField (ref Vector2Int field, Vector2Int value)   -void Start () -  @@ -331,7 +329,7 @@

Cell related calculations are generally performed within Grid Coordinate space since that is consistent between room types.

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Definition at line 24 of file RoomComponent.cs.

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Member Function Documentation

◆ AddMMDoors()

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diff --git a/classes.html b/classes.html index 08d41d13..c2b6705d 100644 --- a/classes.html +++ b/classes.html @@ -127,7 +127,7 @@
Padding (MPewsey.ManiaMapUnity.Drawing)
R
-
Rand (MPewsey.ManiaMapUnity)
RandomSeedInput (MPewsey.ManiaMapUnity.Generators)
RoomComponent (MPewsey.ManiaMapUnity)
RoomDatabase (MPewsey.ManiaMapUnity)
RoomFlag (MPewsey.ManiaMapUnity)
RoomNotInitializedException (MPewsey.ManiaMapUnity.Exceptions)
RoomTemplateDatabase (MPewsey.ManiaMapUnity)
RoomTemplateNotInitializedException (MPewsey.ManiaMapUnity.Exceptions)
RoomTemplateResource (MPewsey.ManiaMapUnity)
+
Rand (MPewsey.ManiaMapUnity)
RandomSeedInput (MPewsey.ManiaMapUnity.Generators)
RoomComponent (MPewsey.ManiaMapUnity)
RoomDatabase (MPewsey.ManiaMapUnity)
RoomFlag (MPewsey.ManiaMapUnity)
RoomTemplateDatabase (MPewsey.ManiaMapUnity)
RoomTemplateNotInitializedException (MPewsey.ManiaMapUnity.Exceptions)
RoomTemplateResource (MPewsey.ManiaMapUnity)
T
TemplateGroup (MPewsey.ManiaMapUnity)
TemplateGroupEntry (MPewsey.ManiaMapUnity)
TextureUtility (MPewsey.ManiaMapUnity.Drawing)
diff --git a/dir_911a951b634a24ae2515ea0e2895ae5a.js b/dir_911a951b634a24ae2515ea0e2895ae5a.js index 3b933e06..99820b0e 100644 --- a/dir_911a951b634a24ae2515ea0e2895ae5a.js +++ b/dir_911a951b634a24ae2515ea0e2895ae5a.js @@ -2,6 +2,5 @@ var dir_911a951b634a24ae2515ea0e2895ae5a = [ [ "DuplicateInputException.cs", "_duplicate_input_exception_8cs_source.html", null ], [ "MissingInputException.cs", "_missing_input_exception_8cs_source.html", null ], - [ "RoomNotInitializedException.cs", "_room_not_initialized_exception_8cs_source.html", null ], [ "RoomTemplateNotInitializedException.cs", "_room_template_not_initialized_exception_8cs_source.html", null ] ]; \ No newline at end of file diff --git a/files.html b/files.html index 2d7eb24b..eeae955b 100644 --- a/files.html +++ b/files.html @@ -119,51 +119,50 @@   Exceptions  DuplicateInputException.cs  MissingInputException.cs - RoomNotInitializedException.cs - RoomTemplateNotInitializedException.cs -  Generators - CollectableGeneratorStep.cs - CollectableGroupsInput.cs - GenerationInput.cs - GenerationIntInput.cs - GenerationNamedInput.cs - GenerationPipeline.cs - GenerationStep.cs - LayoutGeneratorStep.cs - LayoutGraphRandomizerStep.cs - LayoutGraphSelectorStep.cs - LayoutGraphsInput.cs - RandomSeedInput.cs -  Graphs - LayoutGraphEdge.cs - LayoutGraphNode.cs - LayoutGraphResource.cs - ActiveCellsRow.cs - CellActivity.cs - CellArea.cs - CellArea2D.cs - CellArea3D.cs - CellAreaTriggerEvent.cs - CellChild.cs - CollectableGroup.cs - CollectableGroupEntry.cs - CollectableResource.cs - CollectableSpotComponent.cs - ColorUtility.cs - DoorComponent.cs - DoorThreshold.cs - Feature.cs - LayoutPack.cs - ManiaMapSettings.cs - Rand.cs - RoomComponent.cs - RoomDatabase.cs - RoomFlag.cs - RoomTemplateDatabase.cs - RoomTemplateResource.cs - RoomType.cs - TemplateGroup.cs - TemplateGroupEntry.cs + RoomTemplateNotInitializedException.cs +  Generators + CollectableGeneratorStep.cs + CollectableGroupsInput.cs + GenerationInput.cs + GenerationIntInput.cs + GenerationNamedInput.cs + GenerationPipeline.cs + GenerationStep.cs + LayoutGeneratorStep.cs + LayoutGraphRandomizerStep.cs + LayoutGraphSelectorStep.cs + LayoutGraphsInput.cs + RandomSeedInput.cs +  Graphs + LayoutGraphEdge.cs + LayoutGraphNode.cs + LayoutGraphResource.cs + ActiveCellsRow.cs + CellActivity.cs + CellArea.cs + CellArea2D.cs + CellArea3D.cs + CellAreaTriggerEvent.cs + CellChild.cs + CollectableGroup.cs + CollectableGroupEntry.cs + CollectableResource.cs + CollectableSpotComponent.cs + ColorUtility.cs + DoorComponent.cs + DoorThreshold.cs + Feature.cs + LayoutPack.cs + ManiaMapSettings.cs + Rand.cs + RoomComponent.cs + RoomDatabase.cs + RoomFlag.cs + RoomTemplateDatabase.cs + RoomTemplateResource.cs + RoomType.cs + TemplateGroup.cs + TemplateGroupEntry.cs diff --git a/functions_func_r.html b/functions_func_r.html index 9e5294ca..958994ee 100644 --- a/functions_func_r.html +++ b/functions_func_r.html @@ -104,7 +104,6 @@

- r -

  • RemoveFlag() : RoomFlag
  • RemoveFromActiveDoors() : DoorComponent
  • RemoveNode() : LayoutGraphResource
  • -
  • RoomNotInitializedException() : RoomNotInitializedException
  • RoomTemplateNotInitializedException() : RoomTemplateNotInitializedException
  • Run() : GenerationPipeline
  • RunAsync() : GenerationPipeline
  • diff --git a/functions_r.html b/functions_r.html index e5c9c508..1ba98275 100644 --- a/functions_r.html +++ b/functions_r.html @@ -113,7 +113,6 @@

    - r -

    • RoomConnections : LayoutPack
    • RoomDoors : LayoutPack
    • RoomLayout : RoomComponent
    • -
    • RoomNotInitializedException() : RoomNotInitializedException
    • Rooms : RoomDatabase
    • RoomsByLayer : LayoutPack
    • RoomsByTemplateId : RoomDatabase
    • diff --git a/hierarchy.html b/hierarchy.html index 3e4a533e..c2aa4dd3 100644 --- a/hierarchy.html +++ b/hierarchy.html @@ -107,59 +107,58 @@  CException  CDuplicateInputExceptionException raised when a duplicate generation input argument exists.  CMissingInputExceptionException raised when a generation step is missing an input argument. - CRoomNotInitializedExceptionRaised when a room has not been initialized. - CRoomTemplateNotInitializedExceptionRaised when a room template has not been initialized. - CFeatureMapTileA feature name and the associated map tile. - CGenerationNamedInput< int > - CGenerationIntInputA component for adding a named integer input to a GenerationPipeline. - CGradientsContains color gradient creation methods. These are useful for creating onionskin maps. - CIEquatable - CMapTileKeyA structure containing map tile type flags and an associated color. - CPaddingA structure for specifying the padding around an object. - CLayoutPackA manager for maintaining the current map data and state. - CMonoBehaviour - CCellAreaThe base class for cell trigger areas. - CCellArea2DA 2D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. - CCellArea3DA 3D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. - CCellChildAn object tied to the cell index of a RoomComponent. - CCollectableSpotComponentRepresents a collectable spot. - CDoorComponentA component representing a possible door location. - CFeatureA component for defining a cell feature. - CRoomFlagA unique room flag. - CDoorThresholdAn interpolatable area, useful for locating characters moving between door thresholds. - CLayoutMapBaseThe base class for layout maps. - CLayoutMapBookA component for creating maps of Layout layers. - CLayoutTileMapA component for drawing a Layout onto a Tilemap. - CLayoutTileMapBookA component for drawing multiple layers of a Layout onto a Tilemap. - CGenerationInputThe base class for a GenerationPipeline input. - CCollectableGroupsInputA generation input for supplying collectable groups to a GenerationPipeline. - CGenerationNamedInput< T >The base component for adding a named input to a GenerationPipeline. - CLayoutGraphsInputA generation input for supplying layout graphs inputs to a pipeline. - CRandomSeedInputA generation input for specifying a random seed. - CGenerationPipelineA component for generating layouts using a sequence of steps. - CGenerationStepThe base class for creating a GenerationPipeline step. - CCollectableGeneratorStepA component for adding a collectable generator step to a GenerationPipeline. - CLayoutGeneratorStepA component for generation layouts as part of a GenerationPipeline. - CLayoutGraphRandomizerStepA generation step for randomizing a layout graph based on the specified parameters. - CLayoutGraphSelectorStepA generation step for drawing a random layout graph in a pipeline. - CRoomComponentA component for creating a room - CRandContains methods for creating random ID's. - CScriptableObject - CCollectableGroupA class for creating groups of CollectableResource - CCollectableResourceAn object representing a collectable with a unique ID. - CMapTileSetContains the map tiles used to draw maps for a Layout. - CLayoutGraphEdgeAn edge in a LayoutGraph. - CLayoutGraphNodeA node in a LayoutGraph. - CLayoutGraphResourceA graph consisting of LayoutNode and LayoutEdge. - CManiaMapSettingsContains settings used by Mania Map components. - CRoomDatabaseA database of room prefabs. - CRoomTemplateDatabaseA database of room templates whose room can be instantiated via Addressables. - CRoomTemplateResourceA container for storing a serialized room template. - CTemplateGroupA class for grouping room templates. - CTemplateGroupEntryA TemplateGroup entry. - CTextureUtilityContains methods for manipulating textures. - CUnityEvent - CCellAreaTriggerEvent + CRoomTemplateNotInitializedExceptionRaised when a room template has not been initialized. + CFeatureMapTileA feature name and the associated map tile. + CGenerationNamedInput< int > + CGenerationIntInputA component for adding a named integer input to a GenerationPipeline. + CGradientsContains color gradient creation methods. These are useful for creating onionskin maps. + CIEquatable + CMapTileKeyA structure containing map tile type flags and an associated color. + CPaddingA structure for specifying the padding around an object. + CLayoutPackA manager for maintaining the current map data and state. + CMonoBehaviour + CCellAreaThe base class for cell trigger areas. + CCellArea2DA 2D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. + CCellArea3DA 3D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. + CCellChildAn object tied to the cell index of a RoomComponent. + CCollectableSpotComponentRepresents a collectable spot. + CDoorComponentA component representing a possible door location. + CFeatureA component for defining a cell feature. + CRoomFlagA unique room flag. + CDoorThresholdAn interpolatable area, useful for locating characters moving between door thresholds. + CLayoutMapBaseThe base class for layout maps. + CLayoutMapBookA component for creating maps of Layout layers. + CLayoutTileMapA component for drawing a Layout onto a Tilemap. + CLayoutTileMapBookA component for drawing multiple layers of a Layout onto a Tilemap. + CGenerationInputThe base class for a GenerationPipeline input. + CCollectableGroupsInputA generation input for supplying collectable groups to a GenerationPipeline. + CGenerationNamedInput< T >The base component for adding a named input to a GenerationPipeline. + CLayoutGraphsInputA generation input for supplying layout graphs inputs to a pipeline. + CRandomSeedInputA generation input for specifying a random seed. + CGenerationPipelineA component for generating layouts using a sequence of steps. + CGenerationStepThe base class for creating a GenerationPipeline step. + CCollectableGeneratorStepA component for adding a collectable generator step to a GenerationPipeline. + CLayoutGeneratorStepA component for generation layouts as part of a GenerationPipeline. + CLayoutGraphRandomizerStepA generation step for randomizing a layout graph based on the specified parameters. + CLayoutGraphSelectorStepA generation step for drawing a random layout graph in a pipeline. + CRoomComponentA component for creating a room + CRandContains methods for creating random ID's. + CScriptableObject + CCollectableGroupA class for creating groups of CollectableResource + CCollectableResourceAn object representing a collectable with a unique ID. + CMapTileSetContains the map tiles used to draw maps for a Layout. + CLayoutGraphEdgeAn edge in a LayoutGraph. + CLayoutGraphNodeA node in a LayoutGraph. + CLayoutGraphResourceA graph consisting of LayoutNode and LayoutEdge. + CManiaMapSettingsContains settings used by Mania Map components. + CRoomDatabaseA database of room prefabs. + CRoomTemplateDatabaseA database of room templates whose room can be instantiated via Addressables. + CRoomTemplateResourceA container for storing a serialized room template. + CTemplateGroupA class for grouping room templates. + CTemplateGroupEntryA TemplateGroup entry. + CTextureUtilityContains methods for manipulating textures. + CUnityEvent + CCellAreaTriggerEvent diff --git a/hierarchy.js b/hierarchy.js index a18b9bf8..9cb88e29 100644 --- a/hierarchy.js +++ b/hierarchy.js @@ -6,7 +6,6 @@ var hierarchy = [ "Exception", null, [ [ "DuplicateInputException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_duplicate_input_exception.html", null ], [ "MissingInputException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_missing_input_exception.html", null ], - [ "RoomNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html", null ], [ "RoomTemplateNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_template_not_initialized_exception.html", null ] ] ], [ "FeatureMapTile", "struct_m_pewsey_1_1_mania_map_unity_1_1_drawing_1_1_feature_map_tile.html", null ], diff --git a/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.html b/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.html index c9c17691..5d455d93 100644 --- a/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.html +++ b/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.html @@ -110,9 +110,6 @@ class  MissingInputException  Exception raised when a generation step is missing an input argument. More...
        -class  RoomNotInitializedException - Raised when a room has not been initialized. More...
      -  class  RoomTemplateNotInitializedException  Raised when a room template has not been initialized. More...
        diff --git a/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.js b/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.js index dab99873..3919d4f5 100644 --- a/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.js +++ b/namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions.js @@ -2,6 +2,5 @@ var namespace_m_pewsey_1_1_mania_map_unity_1_1_exceptions = [ [ "DuplicateInputException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_duplicate_input_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_duplicate_input_exception" ], [ "MissingInputException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_missing_input_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_missing_input_exception" ], - [ "RoomNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_not_initialized_exception" ], [ "RoomTemplateNotInitializedException", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_template_not_initialized_exception.html", "class_m_pewsey_1_1_mania_map_unity_1_1_exceptions_1_1_room_template_not_initialized_exception" ] ]; \ No newline at end of file diff --git a/namespaces.html b/namespaces.html index 3c2430ee..1707f68b 100644 --- a/namespaces.html +++ b/namespaces.html @@ -117,49 +117,48 @@  NExceptions  CDuplicateInputExceptionException raised when a duplicate generation input argument exists.  CMissingInputExceptionException raised when a generation step is missing an input argument. - CRoomNotInitializedExceptionRaised when a room has not been initialized. - CRoomTemplateNotInitializedExceptionRaised when a room template has not been initialized. - NGenerators - CCollectableGeneratorStepA component for adding a collectable generator step to a GenerationPipeline. - CCollectableGroupsInputA generation input for supplying collectable groups to a GenerationPipeline. - CGenerationInputThe base class for a GenerationPipeline input. - CGenerationIntInputA component for adding a named integer input to a GenerationPipeline. - CGenerationNamedInputThe base component for adding a named input to a GenerationPipeline. - CGenerationPipelineA component for generating layouts using a sequence of steps. - CGenerationStepThe base class for creating a GenerationPipeline step. - CLayoutGeneratorStepA component for generation layouts as part of a GenerationPipeline. - CLayoutGraphRandomizerStepA generation step for randomizing a layout graph based on the specified parameters. - CLayoutGraphSelectorStepA generation step for drawing a random layout graph in a pipeline. - CLayoutGraphsInputA generation input for supplying layout graphs inputs to a pipeline. - CRandomSeedInputA generation input for specifying a random seed. - NGraphs - CLayoutGraphEdgeAn edge in a LayoutGraph. - CLayoutGraphNodeA node in a LayoutGraph. - CLayoutGraphResourceA graph consisting of LayoutNode and LayoutEdge. - CActiveCellsRowThe row of the RoomComponent active cells list. - CCellAreaThe base class for cell trigger areas. - CCellArea2DA 2D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. - CCellArea3DA 3D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. - CCellAreaTriggerEvent - CCellChildAn object tied to the cell index of a RoomComponent. - CCollectableGroupA class for creating groups of CollectableResource - CCollectableGroupEntryA structure containing a collectable and a quantity. - CCollectableResourceAn object representing a collectable with a unique ID. - CCollectableSpotComponentRepresents a collectable spot. - CColorUtilityContains methods for manipulating colors - CDoorComponentA component representing a possible door location. - CDoorThresholdAn interpolatable area, useful for locating characters moving between door thresholds. - CFeatureA component for defining a cell feature. - CLayoutPackA manager for maintaining the current map data and state. - CManiaMapSettingsContains settings used by Mania Map components. - CRandContains methods for creating random ID's. - CRoomComponentA component for creating a room - CRoomDatabaseA database of room prefabs. - CRoomFlagA unique room flag. - CRoomTemplateDatabaseA database of room templates whose room can be instantiated via Addressables. - CRoomTemplateResourceA container for storing a serialized room template. - CTemplateGroupA class for grouping room templates. - CTemplateGroupEntryA TemplateGroup entry. + CRoomTemplateNotInitializedExceptionRaised when a room template has not been initialized. + NGenerators + CCollectableGeneratorStepA component for adding a collectable generator step to a GenerationPipeline. + CCollectableGroupsInputA generation input for supplying collectable groups to a GenerationPipeline. + CGenerationInputThe base class for a GenerationPipeline input. + CGenerationIntInputA component for adding a named integer input to a GenerationPipeline. + CGenerationNamedInputThe base component for adding a named input to a GenerationPipeline. + CGenerationPipelineA component for generating layouts using a sequence of steps. + CGenerationStepThe base class for creating a GenerationPipeline step. + CLayoutGeneratorStepA component for generation layouts as part of a GenerationPipeline. + CLayoutGraphRandomizerStepA generation step for randomizing a layout graph based on the specified parameters. + CLayoutGraphSelectorStepA generation step for drawing a random layout graph in a pipeline. + CLayoutGraphsInputA generation input for supplying layout graphs inputs to a pipeline. + CRandomSeedInputA generation input for specifying a random seed. + NGraphs + CLayoutGraphEdgeAn edge in a LayoutGraph. + CLayoutGraphNodeA node in a LayoutGraph. + CLayoutGraphResourceA graph consisting of LayoutNode and LayoutEdge. + CActiveCellsRowThe row of the RoomComponent active cells list. + CCellAreaThe base class for cell trigger areas. + CCellArea2DA 2D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. + CCellArea3DA 3D trigger to detect if an object on a monitored physics layer mask enters or exits a RoomComponent cell. + CCellAreaTriggerEvent + CCellChildAn object tied to the cell index of a RoomComponent. + CCollectableGroupA class for creating groups of CollectableResource + CCollectableGroupEntryA structure containing a collectable and a quantity. + CCollectableResourceAn object representing a collectable with a unique ID. + CCollectableSpotComponentRepresents a collectable spot. + CColorUtilityContains methods for manipulating colors + CDoorComponentA component representing a possible door location. + CDoorThresholdAn interpolatable area, useful for locating characters moving between door thresholds. + CFeatureA component for defining a cell feature. + CLayoutPackA manager for maintaining the current map data and state. + CManiaMapSettingsContains settings used by Mania Map components. + CRandContains methods for creating random ID's. + CRoomComponentA component for creating a room + CRoomDatabaseA database of room prefabs. + CRoomFlagA unique room flag. + CRoomTemplateDatabaseA database of room templates whose room can be instantiated via Addressables. + CRoomTemplateResourceA container for storing a serialized room template. + CTemplateGroupA class for grouping room templates. + CTemplateGroupEntryA TemplateGroup entry. diff --git a/navtreedata.js b/navtreedata.js index 0f549a2f..f70678fb 100644 --- a/navtreedata.js +++ b/navtreedata.js @@ -67,9 +67,9 @@ var NAVTREEINDEX = [ "_active_cells_row_8cs_source.html", "class_m_pewsey_1_1_mania_map_unity_1_1_drawing_1_1_layout_map_book.html#a84287d558e08af92998e80568c3c461a", -"class_m_pewsey_1_1_mania_map_unity_1_1_generators_1_1_layout_generator_step.html#a320ff834377a70cddb26e83e1f48dfd1", -"class_m_pewsey_1_1_mania_map_unity_1_1_room_component.html#aa3c75357b4bff1a2191da82e55918223", -"pages.html" +"class_m_pewsey_1_1_mania_map_unity_1_1_generators_1_1_layout_generator_step.html#aaacb71637c779d53e2beebfe527f7026", +"class_m_pewsey_1_1_mania_map_unity_1_1_room_component.html#aac16955832530f16a57dca110822b409", +"struct_m_pewsey_1_1_mania_map_unity_1_1_active_cells_row.html#a485fd643e12421f558b2e71cea2e64b4" ]; var SYNCONMSG = 'click to disable panel synchronisation'; diff --git a/navtreeindex0.js b/navtreeindex0.js index 6e0a0808..4e751cfc 100644 --- a/navtreeindex0.js +++ b/navtreeindex0.js @@ -47,9 +47,8 @@ var NAVTREEINDEX0 = "_room_component_8cs_source.html":[7,0,0,0,0,0,22], "_room_database_8cs_source.html":[7,0,0,0,0,0,23], "_room_flag_8cs_source.html":[7,0,0,0,0,0,24], -"_room_not_initialized_exception_8cs_source.html":[7,0,0,0,0,0,1,2], "_room_template_database_8cs_source.html":[7,0,0,0,0,0,25], 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