ManiaMap.Unity
Procedural generation of metroidvania style maps for Unity.
RoomComponent Member List

This is the complete list of members for RoomComponent, including all inherited members.

_activeCells (defined in RoomComponent)RoomComponentprivate
_cellSize (defined in RoomComponent)RoomComponentprivate
_name (defined in RoomComponent)RoomComponentprivate
_onCellAreaEntered (defined in RoomComponent)RoomComponentprivate
_onCellAreaExited (defined in RoomComponent)RoomComponentprivate
_onInitialize (defined in RoomComponent)RoomComponentprivate
_onInitialized (defined in RoomComponent)RoomComponentprivate
_roomTemplate (defined in RoomComponent)RoomComponentprivate
_roomType (defined in RoomComponent)RoomComponentprivate
_size (defined in RoomComponent)RoomComponentprivate
ActiveCellsRoomComponent
AddMMDoors(Array2D< Cell > cells)RoomComponentprivate
AddMMFeatures(Array2D< Cell > cells)RoomComponentprivate
AutoAssign()RoomComponent
CellCenterGlobalPosition(int row, int column)RoomComponent
CellCenterGridPosition(int row, int column)RoomComponent
CellCenterLocalPosition(int row, int column)RoomComponent
CellIndexExists(int row, int column)RoomComponent
CellIndexRangeExists(Vector2Int startIndex, Vector2Int endIndex)RoomComponent
CellSizeRoomComponent
CenterGlobalPosition()RoomComponent
CenterGridPosition()RoomComponent
CenterLocalPosition()RoomComponent
ColumnsRoomComponent
CreateCellAreas(int cellLayer, LayerMask triggeringLayers)RoomComponentprivate
DrawCells(Color fillColor, Color lineColor, bool activity)RoomComponentprivate
FindClosestActiveCellIndex(Vector3 position)RoomComponent
FindClosestDoorDirection(int row, int column, Vector3 position)RoomComponent
GetCellActivity(int row, int column)RoomComponent
GetCellViewDirection()RoomComponent
GetMMCells()RoomComponentprivate
GetMMCollectableSpots()RoomComponentprivate
GetMMRoomTemplate(int id, string name)RoomComponent
GlobalPositionToCellIndex(Vector3 position)RoomComponent
GlobalToGridPosition(Vector3 globalPosition)RoomComponent
GridPositionToCellIndex(Vector3 position)RoomComponent
GridToLocalPosition(Vector3 gridPosition)RoomComponent
Initialize(LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)RoomComponent
InstantiateRoom(Uid id, LayoutPack layoutPack, GameObject prefab, Transform parent=null, bool assignLayoutPosition=false)RoomComponentstatic
InstantiateRoom(GameObject prefab, Transform parent, LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)RoomComponentstatic
InstantiateRoomAsync(Uid id, LayoutPack layoutPack, AssetReferenceGameObject prefab, Transform parent=null, bool assignLayoutPosition=false)RoomComponentstatic
InstantiateRoomAsync(AssetReferenceGameObject prefab, Transform parent, LayoutPack layoutPack, Room roomLayout, RoomState roomState, int cellLayer, LayerMask triggeringLayers, bool assignLayoutPosition)RoomComponentstatic
IsInitializedRoomComponent
LayoutPackRoomComponent
LocalCellSize()RoomComponent
LocalPositionToCellIndex(Vector3 position)RoomComponent
LocalToGridPosition(Vector3 localPosition)RoomComponent
MoveToLayoutPosition()RoomComponentprivate
NameRoomComponent
OnCellAreaEnteredRoomComponent
OnCellAreaExitedRoomComponent
OnDrawGizmos() (defined in RoomComponent)RoomComponentprivate
OnInitializeRoomComponent
OnInitializedRoomComponent
OnValidate() (defined in RoomComponent)RoomComponentprivate
RoomLayoutRoomComponent
RoomStateRoomComponent
RoomTemplateRoomComponent
RoomTypeRoomComponent
RowsRoomComponent
SetCellActivities(Vector2Int startIndex, Vector2Int endIndex, CellActivity activity)RoomComponent
SetCellActivity(int row, int column, CellActivity activity)RoomComponent
SetCellActivity(int row, int column, bool activity)RoomComponent
SetSizeField(ref Vector2Int field, Vector2Int value) (defined in RoomComponent)RoomComponentprivate
SizeRoomComponent
SizeActiveCells()RoomComponent
ValidateRoomFlags()RoomComponent