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void | 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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void | 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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void | ObjectCreateComplete (GameObject createdGO) |
| A script requested that a dynamic object be created and it just finished.
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static void | LoadARoomFile (string newRoomFileName) |
| Public function to call for a Room File load.
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static void | SetTheScene (RoomScript roomScript) |
| Once the room is loaded into the scene, start spawning in all of the main Room Objects.
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static void | SpawnSubObjects (SubObjectParent subObjectParent) |
| Once a parent Room Object finishes spawning in, spawn in all of its sub-objects.
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◆ LoadARoomFile()
static void Cerebrum.RoomGenerator.LoadARoomFile |
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string |
newRoomFileName | ) |
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static |
Public function to call for a Room File load.
◆ ObjectCreateComplete()
void Cerebrum.RoomGenerator.ObjectCreateComplete |
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GameObject |
createdGO | ) |
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A script requested that a dynamic object be created and it just finished.
◆ RoomObjectSpawnComplete()
void Cerebrum.RoomGenerator.RoomObjectSpawnComplete |
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An object finished spawning in. If we've finished spawning all objects, tell the Game Manager to start the scenario.
◆ SetDebugText()
void Cerebrum.RoomGenerator.SetDebugText |
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TextMesh |
currText, |
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string |
posText, |
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Color |
textColor |
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) |
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Used for formatting debug text to show Room Object and Sub-Object locations at runtime.
◆ SetTheScene()
static void Cerebrum.RoomGenerator.SetTheScene |
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RoomScript |
roomScript | ) |
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static |
Once the room is loaded into the scene, start spawning in all of the main Room Objects.
◆ SpawnSubObjects()
static void Cerebrum.RoomGenerator.SpawnSubObjects |
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SubObjectParent |
subObjectParent | ) |
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static |
Once a parent Room Object finishes spawning in, spawn in all of its sub-objects.
◆ 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
◆ renameObjects
bool Cerebrum.RoomGenerator.renameObjects = false |
Rename all instantiated objects to match their Addressables names rather than Prefab Clone names
◆ 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
◆ instance
The documentation for this class was generated from the following file: