Skip to content

DungeonLayout

namespace Griff.Modules.Dungeons;
public sealed class DungeonLayout

A dungeon made by DungeonGen: its tiles, rooms, and where everything goes.

public ValueTuple<int, int> Exit { get; init; }

The cell for the exit: the middle of the room furthest (by walking) from the first.

public IReadOnlyList<ValueTuple<int, int>> Players { get; init; }

Cells in the first room for the players, its middle first.

public IReadOnlyList<DungeonRoom> Rooms { get; init; }

Its rooms, the first (where the players start) first.

public int Seed { get; init; }

The seed it was made from.

public IReadOnlyList<ValueTuple<string, int, int>> Spawns { get; init; }

Each prefab to spawn and its cell.

public IReadOnlyList<string> Tiles { get; init; }

Its rows of tiles, top row first, in Tiles’ format.

public void Deconstruct(out int Seed, out IReadOnlyList<string> Tiles, out IReadOnlyList<DungeonRoom> Rooms, out IReadOnlyList<ValueTuple<int, int>> Players, out ValueTuple<int, int> Exit, out IReadOnlyList<ValueTuple<string, int, int>> Spawns)
public override bool Equals(object? obj)
public bool Equals(DungeonLayout? other)
public override int GetHashCode()
public override string ToString()