Dungeon Generator
1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
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#include <DungeonGenerateActor.h>
Public Member Functions | |
ADungeonGenerateActor (const FObjectInitializer &initializer) | |
virtual | ~ADungeonGenerateActor () override=default |
void | GenerateDungeon () |
void | GenerateDungeonWithParameter (UDungeonGenerateParameter *DungeonGenerateParameter) |
void | DestroyDungeon () |
int32 | FindFloorHeight (const float z) const |
int32 | FindVoxelHeight (const float z) const |
UDungeonMiniMapTextureLayer * | GenerateMiniMapTextureLayerWithSize (const int32 textureWidth=512, const bool createMaskTexture=false) |
UDungeonMiniMapTextureLayer * | GenerateMiniMapTextureLayerWithScale (const int32 dotScale=1, const bool createMaskTexture=false) |
UDungeonMiniMapTextureLayer * | GetGeneratedMiniMapTextureLayer () const |
float | GetGridSize () const |
FVector | GetRoomMaxSize () const |
void | SetInstancedMeshCullDistance (const FInt32Interval &cullDistance) |
virtual void | PreInitializeComponents () override |
virtual void | PostInitializeComponents () override |
virtual void | BeginPlay () override |
virtual void | Tick (float DeltaSeconds) override |
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ADungeonGenerateBase (const FObjectInitializer &initializer) | |
virtual | ~ADungeonGenerateBase () override=default |
bool | IsGenerated () const noexcept |
FVector | GetStartLocation () const |
FBox | GetStartBoundingBox () const |
FVector | GetGoalLocation () const |
FBox | CalculateBoundingBox () const |
FVector2D | GetLongestStraightPath () const noexcept |
uint32_t | CalculateTextureWidthHeight () const |
UTexture2D * | GenerateMiniMapTextureWithSize (uint32_t &worldToTextureScale, uint32_t textureWidthHeight, uint32_t currentLevel) const |
UTexture2D * | GenerateMiniMapTextureWithScale (uint32_t &worldToTextureScale, uint32_t &textureWidth, uint32_t dotScale, uint32_t currentLevel) const |
void | AddVegetationInstancedMesh (const FTransform &transform, UStaticMesh *staticMesh, const FInt32Interval &cullDistances) |
void | BeginVegetationTransaction () |
void | EndVegetationTransaction () |
void | VegetationDestroyAll () |
uint32_t | CalculateCRC32 () const noexcept |
Protected Member Functions | |
void | MulticastOnGenerateDungeon () |
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bool | BeginDungeonGeneration (const UDungeonGenerateParameter *parameter, const bool hasAuthority) |
void | EndDungeonGeneration () |
std::shared_ptr< const dungeon::Generator > | GetGenerator () const |
void | BeginGeneration () |
bool | OnQueryAisleGeneration (const FVector ¢er, const int32 identifier, const EDungeonDirection direction) |
void | EndGeneration (UDungeonRandom *synchronizedRandom, const UDungeonAisleGridMap *aisleGridMap) |
void | OnAddFloor (const AddStaticMeshEvent &function) |
void | OnAddSlope (const AddStaticMeshEvent &function) |
void | OnAddWall (const AddStaticMeshEvent &function) |
void | OnAddRoof (const AddStaticMeshEvent &function) |
void | OnAddPillar (const AddPillarStaticMeshEvent &function) |
void | OnAddCatwalk (const AddStaticMeshEvent &function) |
void | CollectPlayerStartExceptPlayerStartPIE (TArray< APlayerStart * > &startPoints) |
void | MovePlayerStart (const TArray< APlayerStart * > &startPoints) |
void | FlushLoadStreamLevels () |
void | AsyncLoadStreamLevels (const bool bShouldBlockOnLoad) |
void | UnloadStreamLevels (const bool flushStreamLevels) |
virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
Protected Attributes | |
TObjectPtr< UDungeonGenerateParameter > | DungeonGenerateParameter |
bool | AutoGenerateAtStart = true |
EDungeonMeshGenerationMethod | DungeonMeshGenerationMethod = EDungeonMeshGenerationMethod::StaticMesh |
EDungeonMeshGenerationMethod | DungeonWallRoofPillarMeshGenerationMethod = EDungeonMeshGenerationMethod::HierarchicalInstancedStaticMesh |
TObjectPtr< UDungeonMiniMapTextureLayer > | DungeonMiniMapTextureLayer |
FString | BuildJobTag |
FString | LicenseTag |
FString | LicenseId |
FVector | StartRoomLocation |
FVector | GoalRoomLocation |
TMap< uint32, FDungeonInstancedMeshCluster > | mInstancedMeshCluster |
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FDungeonGeneratorActorNotifyGenerationSuccessSignature | OnGenerationSuccess |
FDungeonGeneratorActorNotifyGenerationFailureSignature | OnGenerationFailure |
FDungeonGenerateBaseOnBeginGenerateSignature | OnBeginGeneration |
FDungeonGenerateBaseOnEndGenerateSignature | OnEndGeneration |
TMap< uint32, FDungeonVegetationCluster > | mVegetationCluster |
const UDungeonGenerateParameter * | mParameter |
UDungeonAisleGridMap * | mAisleGridMap |
Additional Inherited Members | |
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static const FName & | GetDungeonGeneratorTag () |
static const FName & | GetDungeonGeneratorTerrainTag () |
static AActor * | SpawnActorImpl (UWorld *world, UClass *actorClass, const FString &folderPath, const FTransform &transform, const FActorSpawnParameters &actorSpawnParameters) |
static UDungeonComponentActivatorComponent * | FindOrAddComponentActivatorComponent (AActor *actor) |
static UTexture2D * | CreateTexture (uint32_t textureWidthHeight, TConstArrayView64< uint8 > pixels=TConstArrayView64< uint8 >()) noexcept |
static UTexture2D * | DuplicateTexture (UPackage *package, const FName &name, const EObjectFlags flags, const UTexture2D *sourceTexture) noexcept |
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using | AddStaticMeshEvent = std::function< void(UStaticMesh *, const FTransform &)> |
using | AddPillarStaticMeshEvent = std::function< void(UStaticMesh *, const FTransform &)> |
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static void | DestroySpawnedActors (UWorld *world) |
Dungeon generation actor ダンジョン生成アクター
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explicit |
constructor コンストラクタ
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overridevirtualdefault |
destructor デストラクタ
void ADungeonGenerateActor::DestroyDungeon | ( | ) |
Destroy dungeon ダンジョンを破棄します
int32 ADungeonGenerateActor::FindFloorHeight | ( | const float | z | ) | const |
Finds the floor from the world Z coordinate 高さからダンジョンの階層を検索します
[in] | z | Z coordinate of world |
int32 ADungeonGenerateActor::FindVoxelHeight | ( | const float | z | ) | const |
Finds the Z coordinate of the grid from the world Z coordinate ワールドのZ座標からボクセルのZ座標を検索します
[in] | z | Z coordinate of world |
void ADungeonGenerateActor::GenerateDungeon | ( | ) |
Generate new dungeon ダンジョンを生成します
void ADungeonGenerateActor::GenerateDungeonWithParameter | ( | UDungeonGenerateParameter * | DungeonGenerateParameter | ) |
Generate new dungeon ダンジョンを生成します
UDungeonMiniMapTextureLayer * ADungeonGenerateActor::GenerateMiniMapTextureLayerWithScale | ( | const int32 | dotScale = 1 , |
const bool | createMaskTexture = false |
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Generates a texture layer for the minimap 1ドットあたりのスケール値を指定してミニマップのテクスチャを生成します
UDungeonMiniMapTextureLayer * ADungeonGenerateActor::GenerateMiniMapTextureLayerWithSize | ( | const int32 | textureWidth = 512 , |
const bool | createMaskTexture = false |
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Generates a texture layer for the minimap テクスチャサイズを指定してミニマップのテクスチャを生成します
UDungeonMiniMapTextureLayer * ADungeonGenerateActor::GetGeneratedMiniMapTextureLayer | ( | ) | const |
Get a texture layer for a generated minimap ミニマップのテクスチャレイヤーを取得します
float ADungeonGenerateActor::GetGridSize | ( | ) | const |
Gets the size of the grid グリッドのサイズを取得します
FVector ADungeonGenerateActor::GetRoomMaxSize | ( | ) | const |
Get the largest room size 最も大きい部屋のサイズを取得します
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Multicast dungeon generation to all clients ダンジョン生成を全クライアントにマルチキャストします
void ADungeonGenerateActor::SetInstancedMeshCullDistance | ( | const FInt32Interval & | cullDistance | ) |
Sets the culling distance for InstancedMesh InstancedMeshのカリング距離を設定します
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Generates a dungeon at the start of the level レベル開始時にダンジョンを生成します
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build job tag ビルドジョブのタグ
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Dungeon generation parameters ダンジョン生成パラメータ
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Types of floors, ramps, and mezzanine meshes used for dungeon generation ダンジョン生成に使用する床、スロープ、中二階のメッシュの種類
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Cache of the UIDungeonMiniMapTextureLayer UIDungeonMiniMapTextureLayerのキャッシュ
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Wall, ceiling, and pillar mesh types used for dungeon generation ダンジョン生成に使用する壁、天井、柱のメッシュの種類
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Location of the goal room in the dungeon ダンジョンのゴール部屋の位置
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License ID ライセンスID
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license tag ライセンスタグ
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Manage clusters of UnstancedStaticMeshComponent or UHierarchicalInstancedStaticMeshComponent UInstancedStaticMeshComponentまたはUHierarchicalInstancedStaticMeshComponentのクラスターを管理します
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Location of the starting room of the dungeon PlayerStart location can be found in Get All Actors of Class
ダンジョンのスタート部屋の位置 PlayerStartの位置はGet All Actors of Classで検索して下さい