Cerebrum™
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Cerebrum.RoomGenerator Class Reference
Inheritance diagram for Cerebrum.RoomGenerator:
Collaboration diagram for Cerebrum.RoomGenerator:

Public Member Functions

void SetDebugText (TextMesh currText, string posText, Color textColor)
 Used for formatting debug text to show Room Object and Sub-Object locations at runtime.
 
void RoomObjectSpawnComplete ()
 An object finished spawning in. If we've finished spawning all objects, tell the Game Manager to start the scenario.
 
void ObjectCreateComplete (GameObject createdGO)
 A script requested that a dynamic object be created and it just finished.
 

Static Public Member Functions

static void LoadARoomFile (string newRoomFileName)
 Public function to call for a Room File load.
 
static void SetTheScene (RoomScript roomScript)
 Once the room is loaded into the scene, start spawning in all of the main Room Objects.
 
static void SpawnSubObjects (SubObjectParent subObjectParent)
 Once a parent Room Object finishes spawning in, spawn in all of its sub-objects.
 

Public Attributes

string[] setupFiles
 
bool renameObjects = false
 
bool debugShowLocations = false
 
bool debugLog = false
 
Dictionary< string, RoomObjectroomObjects = new Dictionary<string, RoomObject>()
 
GameManager[] gameManagers
 
RoomGenerator RoomGenerator_instance
 

Properties

static RoomGenerator instance [get]
 

Member Function Documentation

◆ LoadARoomFile()

static void Cerebrum.RoomGenerator.LoadARoomFile ( string  newRoomFileName)
static

Public function to call for a Room File load.

◆ ObjectCreateComplete()

void Cerebrum.RoomGenerator.ObjectCreateComplete ( GameObject  createdGO)

A script requested that a dynamic object be created and it just finished.

◆ RoomObjectSpawnComplete()

void Cerebrum.RoomGenerator.RoomObjectSpawnComplete ( )

An object finished spawning in. If we've finished spawning all objects, tell the Game Manager to start the scenario.

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◆ SetDebugText()

void Cerebrum.RoomGenerator.SetDebugText ( TextMesh  currText,
string  posText,
Color  textColor 
)

Used for formatting debug text to show Room Object and Sub-Object locations at runtime.

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◆ SetTheScene()

static void Cerebrum.RoomGenerator.SetTheScene ( RoomScript  roomScript)
static

Once the room is loaded into the scene, start spawning in all of the main Room Objects.

◆ SpawnSubObjects()

static void Cerebrum.RoomGenerator.SpawnSubObjects ( SubObjectParent  subObjectParent)
static

Once a parent Room Object finishes spawning in, spawn in all of its sub-objects.

Member Data Documentation

◆ debugLog

bool Cerebrum.RoomGenerator.debugLog = false

Flag to output debugging information log to the console

◆ debugShowLocations

bool Cerebrum.RoomGenerator.debugShowLocations = false

Flag to draw the names of the object locations in the room when game runs

◆ gameManagers

GameManager [] Cerebrum.RoomGenerator.gameManagers

◆ renameObjects

bool Cerebrum.RoomGenerator.renameObjects = false

Rename all instantiated objects to match their Addressables names rather than Prefab Clone names

◆ RoomGenerator_instance

RoomGenerator Cerebrum.RoomGenerator.RoomGenerator_instance

◆ roomObjects

Dictionary<string, RoomObject> Cerebrum.RoomGenerator.roomObjects = new Dictionary<string, RoomObject>()

Keeps track of objects in the room

◆ setupFiles

string [] Cerebrum.RoomGenerator.setupFiles

Array of level setup filenames

Property Documentation

◆ instance

RoomGenerator Cerebrum.RoomGenerator.instance
staticget

The documentation for this class was generated from the following file: