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View Code? Open in Web Editor NEWA procedural dungeon generator for Unity.
License: MIT License
A procedural dungeon generator for Unity.
License: MIT License
Readonly decorator for Grid that hides setters/state-changing methods on Grid interface.
IReadOnlyGrid
Grid : IReadOnlyGrid
ReadOnlyGridDecorator : IReadOnlyGrid
IPositionSelector
uses IReadOnlyGrid
s, rather than the full Grid
, to prevent fucky-wuckies.
When creating a new Feature, there are no tiles on-screen. This means that the default tool (Tile Inspector) has no functionality, because there are no Tiles to inspect. The expectation is to be able to immediately interact with the UI. Possible remedies include changing the default behavior to be one of (in order of preference):
When starting up the Feature Editor, the view is off-center.
The major gridlines I believe indicate the 0 lines, and are initially to the left when creating a new Feature, or modifying an existing Feature.
The expectation is that the gridlines appear at the center of the viewport, meaning the window space remaining after the left toolbar and right information panel are ignored.
Sections in a Feature should fit in the square holes, rather than on the intersection of lines
It needs to be 0 bytes for maximum performance.
Collection of FeatureAssets with string
/short
-> FeatureAsset
lookup.
Add the ability to add any amount of generic data to any section in a feature via key-value-pairs.
Key is be a string name with which the value can be retrieved. The Value is a string representation of the value. An additional field specifies the data type that the Value field represents: String, Integer, Float, or Boolean.
These values can be retrieved during generation to alter behavior during generation.
BIG stretch goal. Need:
Hex Grid
HexConnections
HexTileType
HexFeature
Feature Editor w/ Hex
Add generation phase after Tile placement phase. Decoration phase is for placing objects (gameplay and decoration) inside rooms and hallways created during the earlier grid-building and tile-placement phases.
Consists of three generation hooks: selecting the prefab (tile) to work in, selecting the doodad to place, and selecting a position (and rotation) in the prefab to place the doodad (and placing it there).
New files:
IPrefabSelector
IDoodadSelector
IOrientationSelector
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