DungeonLayout
namespace Griff.Modules.Dungeons;
public sealed class DungeonLayoutA dungeon made by DungeonGen: its tiles, rooms, and where everything goes.
Properties
Section titled “Properties”public ValueTuple<int, int> Exit { get; init; }The cell for the exit: the middle of the room furthest (by walking) from the first.
Players
Section titled “Players”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.
Spawns
Section titled “Spawns”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.
Methods
Section titled “Methods”Deconstruct
Section titled “Deconstruct”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)Equals
Section titled “Equals”public override bool Equals(object? obj)Equals
Section titled “Equals”public bool Equals(DungeonLayout? other)GetHashCode
Section titled “GetHashCode”public override int GetHashCode()ToString
Section titled “ToString”public override string ToString()