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ManiaMap.Godot
Procedural generation of metroidvania style maps for Godot .NET.
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A possible collectable location within an IRoomNode. More...
Properties | |
| CollectableGroup | CollectableGroup [get] |
| The assigned collectable group from which collectables will be procedurally pulled. More... | |
| int | Id [get] |
| The spot's unique ID. The ID must be unique within the scope of a room. More... | |
| float | Weight [get] |
| The manual draw weight assigned to the spot. A larger value increases the chance of the spot being used. More... | |
Properties inherited from ICellChild | |
| bool | AutoAssignCell [get] |
| If true, the cell row and column indices will be automatically assigned when auto assign is run. Disable this flag if you wish to control these values manually. More... | |
| int | Column [get] |
| The cell column index. More... | |
| IRoomNode | RoomNode [get] |
| The containing room node. More... | |
| int | Row [get] |
| The cell row index. More... | |
A possible collectable location within an IRoomNode.
Definition at line 6 of file ICollectableSpot.cs.
The assigned collectable group from which collectables will be procedurally pulled.
Definition at line 16 of file ICollectableSpot.cs.
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get |
The spot's unique ID. The ID must be unique within the scope of a room.
Definition at line 11 of file ICollectableSpot.cs.
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get |
The manual draw weight assigned to the spot. A larger value increases the chance of the spot being used.
Definition at line 21 of file ICollectableSpot.cs.