diff --git a/DunGenExtender.md b/DunGenExtender.md index 6ae834c..1adc746 100644 --- a/DunGenExtender.md +++ b/DunGenExtender.md @@ -22,13 +22,13 @@ The `DungeonFlow's` node list is replicated onto the alternate main paths. The s ### Copy From Main Path Position -The starting index is the first node whose position is greater than the `MainRoomTilePrefab` generated position on the main path. +The starting index is the first node whose position is greater than the `MainRoomTilePrefab's` depth on the first main path. In other words, all nodes whose depth is higher than the `MainRoomTilePrefab's` depth will be replicated. ![](https://i.imgur.com/uG7RgWs.png) ### Copy From Node List -The starting index is the first node whose tilesets contain `MainRoomTilePrefab` plus 1. Due to this, the node section **MUST** contain some node whose tileset contains `MainRoomTilePrefab`. +The starting index is the first node whose tilesets contain `MainRoomTilePrefab` plus 1. By using this behaviour, we are depending on the nodes section to spawn the `MainRoomTilePrefab` tile instead of the vanilla method with the unique door socket. The node section **MUST** contain some node whose tileset contains `MainRoomTilePrefab`. ![](https://i.imgur.com/gq6PQm6.png) @@ -59,7 +59,7 @@ The following text is the script that calculates the Bounds: ```cs Bounds GetDungeonBounds(float dungeonScale) { var size = DungeonSizeBase + Vector3.Scale(DungeonSizeBase * (dungeonScale - 1), DungeonSizeFactor); - var offset = DungeonPositionOffset + Vector3.Scale(size, DungeonPositionPivot); + var offset = DungeonPositionOffset + Vector3.Scale(size, DungeonPositionPivot - Vector3.one * 0.5f); return new Bounds(offset, size); } ```