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ManiaMap.Unity
Procedural generation of metroidvania style maps for Unity.
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A component for defining a cell feature. More...
Properties | |
| string | Name [getset] |
| The feature name. This name should exactly match the feature name of the corresponding map tile if you plan for it to be rendered on a map. More... | |
Properties inherited from CellChild | |
| bool | AutoAssignCell [getset] |
| If true, the cell will be automatically assigned to the closest cell when update and save operations are performed. More... | |
| Vector2Int | CellIndex [getset] |
| The containing cell index. More... | |
| int | Column [getset] |
| The column index. More... | |
| bool | IsInitialized [getprotected set] |
| True if the object has been initialized. More... | |
| UnityEvent | OnInitialize [getset] |
| The event invoked after the object is initialized. More... | |
| RoomComponent | Room [getset] |
| The containing room. More... | |
| int | Row [getset] |
| The row index. More... | |
Private Attributes | |
| string | _name = "<None>" |
Additional Inherited Members | |
Public Member Functions inherited from CellChild | |
| virtual void | AutoAssign (RoomComponent room) |
| Performs auto assignment on the object. More... | |
Protected Member Functions inherited from CellChild | |
| virtual void | Awake () |
| virtual void | Initialize () |
| Initializes the object. More... | |
| virtual void | OnDestroy () |
Protected Attributes inherited from CellChild | |
| bool | _autoAssignCell = true |
| Vector2Int | _cellIndex |
| RoomComponent | _room |
A component for defining a cell feature.
Definition at line 8 of file Feature.cs.
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private |
Definition at line 12 of file Feature.cs.
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getset |
The feature name. This name should exactly match the feature name of the corresponding map tile if you plan for it to be rendered on a map.
Definition at line 17 of file Feature.cs.