Dungeon Generator
1.6.6
Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
|
#include <DungeonRoomLocator.h>
Public Member Functions | |
EDungeonRoomSizeCondition | GetWidthCondition () const noexcept |
EDungeonRoomSizeCondition | GetDepthCondition () const noexcept |
EDungeonRoomSizeCondition | GetHeightCondition () const noexcept |
EDungeonRoomLocatorParts | GetDungeonParts () const noexcept |
EDungeonRoomItem | GetDungeonRoomItem () const noexcept |
uint8 | GetAddingProbability () const noexcept |
![]() | |
bool | IsValid () const noexcept |
const FSoftObjectPath & | GetLevelPath () const noexcept |
FIntVector | GetSize () const noexcept |
int32 | GetWidth () const noexcept |
int32 | GetDepth () const noexcept |
int32 | GetHeight () const noexcept |
void | SetSize (const FIntVector &size) noexcept |
bool | IsGenerateRoofMesh () const noexcept |
bool | IsGenerateFloorMesh () const noexcept |
void | NoNorthWallMeshGeneration (const FIntVector &location, const bool noWallMeshGeneration) noexcept |
void | NoSouthWallMeshGeneration (const FIntVector &location, const bool noWallMeshGeneration) noexcept |
void | NoEastWallMeshGeneration (const FIntVector &location, const bool noWallMeshGeneration) noexcept |
void | NoWestWallMeshGeneration (const FIntVector &location, const bool noWallMeshGeneration) noexcept |
bool | IsNoNorthWallMeshGeneration (const FIntVector &location) const noexcept |
bool | IsNoSouthWallMeshGeneration (const FIntVector &location) const noexcept |
bool | IsNoEastWallMeshGeneration (const FIntVector &location) const noexcept |
bool | IsNoWestWallMeshGeneration (const FIntVector &location) const noexcept |
void | Build (const ULevel *level, const FDungeonGridSize &gridSize) |
int32 | GetGridAttributeCrc32 () const noexcept |
uint32_t | GetReservationNumber () const noexcept |
Protected Attributes | |
EDungeonRoomSizeCondition | WidthCondition = EDungeonRoomSizeCondition::Equal |
EDungeonRoomSizeCondition | DepthCondition = EDungeonRoomSizeCondition::Equal |
EDungeonRoomSizeCondition | HeightCondition = EDungeonRoomSizeCondition::EqualGreater |
EDungeonRoomLocatorParts | DungeonParts = EDungeonRoomLocatorParts::Any |
EDungeonRoomItem | DungeonRoomItem = EDungeonRoomItem::Empty |
uint8 | AddingProbability = 100 |
![]() | |
FSoftObjectPath | LevelPath |
int32 | Width = 3 |
int32 | Depth = 3 |
int32 | Height = 2 |
bool | GenerateRoofMesh = true |
bool | GenerateFloorMesh = false |
TArray< uint8 > | GridAttribute |
int32 | GridAttributeCrc32 = 0 |
Sub-level information to replace dungeon rooms ダンジョンの部屋クラスを置き換えるサブレベル情報
|
inlinenoexcept |
Get the probability (0%-100%) of adding a sublevel サブレベルを追加する確率(0~100%)を取得します
|
inlinenoexcept |
Get the depth condition for placing sublevels
|
inlinenoexcept |
Get the parts of the dungeon (room roles) where the sublevels will be placed
|
inlinenoexcept |
Acquire items available within the sublevel サブレベル内で入手できるアイテムを取得します
|
inlinenoexcept |
Get the height condition for placing sublevels
|
inlinenoexcept |
Get the width condition for placing sublevels
|
protected |
the probability (0%-100%) of adding a sublevel サブレベルを追加する確率(0~100%)
|
protected |
Depth requirements for sublevel placement サブレベルを配置するための奥行の条件
|
protected |
Specify the type of room parts where sublevels can be placed サブレベルを配置可能なルームパーツの種類を指定して下さい。
|
protected |
Specify the type of items to which the sublevel can be placed. For example, if the sublevel has a Key, specify the Key in DungeonRoomItem.
サブレベルを配置可能なアイテムの種類を指定して下さい。 例えばKeyがあるサブレベルならばDungeonRoomItemにKeyを指定して下さい。
|
protected |
Height requirements for sublevel placement サブレベルを配置するための高さの条件
|
protected |
Gets the width condition for placing sublevels サブレベルを配置するための幅の条件