Update DunGenExtender

Raphtalia 2024-10-22 04:20:28 +00:00
parent 773ac70203
commit 7e6fe971b5
1 changed files with 3 additions and 3 deletions

@ -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);
}
```