Update DunGenExtender
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@ -22,13 +22,13 @@ The `DungeonFlow's` node list is replicated onto the alternate main paths. The s
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### Copy From Main Path Position
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### Copy From Main Path Position
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The starting index is the first node whose position is greater than the `MainRoomTilePrefab` generated position on the main path.
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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.
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![](https://i.imgur.com/uG7RgWs.png)
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![](https://i.imgur.com/uG7RgWs.png)
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### Copy From Node List
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### Copy From Node List
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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`.
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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`.
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![](https://i.imgur.com/gq6PQm6.png)
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![](https://i.imgur.com/gq6PQm6.png)
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@ -59,7 +59,7 @@ The following text is the script that calculates the Bounds:
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```cs
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```cs
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Bounds GetDungeonBounds(float dungeonScale) {
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Bounds GetDungeonBounds(float dungeonScale) {
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var size = DungeonSizeBase + Vector3.Scale(DungeonSizeBase * (dungeonScale - 1), DungeonSizeFactor);
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var size = DungeonSizeBase + Vector3.Scale(DungeonSizeBase * (dungeonScale - 1), DungeonSizeFactor);
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var offset = DungeonPositionOffset + Vector3.Scale(size, DungeonPositionPivot);
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var offset = DungeonPositionOffset + Vector3.Scale(size, DungeonPositionPivot - Vector3.one * 0.5f);
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return new Bounds(offset, size);
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return new Bounds(offset, size);
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}
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}
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```
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```
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