public static DungeonFlow F1b_Hat_flow_01() { try { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance<DungeonFlow>(); DungeonFlowNode entranceNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ModRoomPrefabs.Mod_Entrance_Room); DungeonFlowNode exitNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ModRoomPrefabs.Mod_Exit_Room); DungeonFlowNode HatRoomNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB); DungeonFlowNode HatRoomNode_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); m_CachedFlow.name = "F1b_FloorName_Flow_01"; m_CachedFlow.fallbackRoomTable = ModPrefabs.FloorNameRoomTable; m_CachedFlow.phantomRoomTable = null; m_CachedFlow.subtypeRestrictions = new List<DungeonFlowSubtypeRestriction>(0); m_CachedFlow.flowInjectionData = new List<ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List<SharedInjectionData>() { BaseSharedInjectionData }; m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(entranceNode, null); // First Looping branch m_CachedFlow.AddNodeToFlow(HatRoomNode_01, entranceNode); m_CachedFlow.AddNodeToFlow(HatRoomNode_02, HatRoomNode_01); m_CachedFlow.AddNodeToFlow(exitNode, HatRoomNode_02); m_CachedFlow.FirstNode = entranceNode; return m_CachedFlow; } catch (Exception e) { ETGModConsole.Log(e.ToString()); return null; } }
public static DungeonFlow Test_CustomRoom_Flow() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); DungeonFlowNode entranceNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandPrefabs.elevator_entrance); DungeonFlowNode exitNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandRoomPrefabs.SecretExitRoom); DungeonFlowNode bossfoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.boss_foyertable); DungeonFlowNode bossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandRoomPrefabs.Expand_Jungle_Boss); DungeonFlowNode TestRoomNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.Expand_Apache_RickRollChest); DungeonFlowNode TestShopNode = GenerateDefaultNode(m_CachedFlow, ExpandPrefabs.shop02.category, overrideTable: ExpandPrefabs.shop_room_table); DungeonFlowNode TestRewardNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode TestSecretRoomNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET, ExpandRoomPrefabs.Expand_GlitchedSecret); DungeonFlowNode testConnectorNode01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.Expand_BootlegRoom); DungeonFlowNode TestRoomNode_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.Expand_Apache_RainbowRoom); // DungeonFlowNode SecondSecretRoom = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET, ExpandRoomPrefabs.Secret_Expand_logo); /*foreach (PrototypeDungeonRoom room in ExpandRoomPrefabs.Expand_Jungle_Rooms) { * if (room.name == "Expand_Forest_Mixed22") { * TestRoomNode_02.overrideExactRoom = room; * break; * } * }*/ m_CachedFlow.name = "Test_CustomRoom_Flow"; m_CachedFlow.fallbackRoomTable = null; m_CachedFlow.phantomRoomTable = null; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>(0); m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0); m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(entranceNode, null); m_CachedFlow.AddNodeToFlow(TestRoomNode_01, entranceNode); m_CachedFlow.AddNodeToFlow(TestRewardNode, TestRoomNode_01); m_CachedFlow.AddNodeToFlow(TestSecretRoomNode, TestRewardNode); m_CachedFlow.AddNodeToFlow(TestShopNode, TestRoomNode_01); // m_CachedFlow.AddNodeToFlow(SecondSecretRoom, TestShopNode); m_CachedFlow.AddNodeToFlow(TestRoomNode_02, TestShopNode); m_CachedFlow.AddNodeToFlow(testConnectorNode01, TestRoomNode_01); m_CachedFlow.AddNodeToFlow(bossfoyerNode, testConnectorNode01); m_CachedFlow.AddNodeToFlow(bossNode, bossfoyerNode); m_CachedFlow.AddNodeToFlow(exitNode, bossNode); m_CachedFlow.FirstNode = entranceNode; return(m_CachedFlow); }
// Token: 0x06000057 RID: 87 RVA: 0x00005884 File Offset: 0x00003A84 public static DungeonFlow CreateNewFlow(Dungeon dungeon) { DungeonFlow dungeonFlow = ScriptableObject.CreateInstance <DungeonFlow>(); dungeonFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction> { new DungeonFlowSubtypeRestriction() }; dungeonFlow.flowInjectionData = new List <ProceduralFlowModifierData>(); dungeonFlow.sharedInjectionData = new List <SharedInjectionData>(); GenericRoomTable fallbackRoomTable = dungeon.PatternSettings.flows[0].fallbackRoomTable; dungeonFlow.fallbackRoomTable = fallbackRoomTable; dungeonFlow.evolvedRoomTable = fallbackRoomTable; dungeonFlow.phantomRoomTable = fallbackRoomTable; dungeonFlow.Initialize(); dungeon = null; return(dungeonFlow); }
public static DungeonFlow BuildFlow() { DungeonFlow flow = ScriptableObject.CreateInstance <DungeonFlow>(); flow.name = "RedChamberDungeonFlow"; flow.fallbackRoomTable = null; flow.phantomRoomTable = null; flow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>(0); flow.flowInjectionData = new List <ProceduralFlowModifierData>(0); flow.sharedInjectionData = new List <SharedInjectionData>() { Toolbox.shared_auto_002.LoadAsset <SharedInjectionData>("Base Shared Injection Data") }; DungeonFlowNode node = Toolbox.GenerateFlowNode(flow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, RoomFactory.BuildFromResource("SpecialItemPack/RedChamberRooms/RedChamber_Entrance.room").room); DungeonFlowNode node2 = Toolbox.GenerateFlowNode(flow, PrototypeDungeonRoom.RoomCategory.EXIT, RoomFactory.BuildFromResource("SpecialItemPack/RedChamberRooms/RedChamber_Exit.room").room); flow.Initialize(); flow.AddNodeToFlow(node, null); flow.AddNodeToFlow(node2, node); flow.FirstNode = node; return(flow); }
public static DungeonFlow F1b_Jungle_Flow_02() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); if (!ExpandDungeonFlow.JungleInjectionData) { ExpandDungeonFlow.JungleInjectionData = ScriptableObject.CreateInstance <SharedInjectionData>(); ExpandDungeonFlow.JungleInjectionData.name = "Jungle Common Injection Data"; ExpandDungeonFlow.JungleInjectionData.UseInvalidWeightAsNoInjection = true; ExpandDungeonFlow.JungleInjectionData.PreventInjectionOfFailedPrerequisites = false; ExpandDungeonFlow.JungleInjectionData.IsNPCCell = false; ExpandDungeonFlow.JungleInjectionData.IgnoreUnmetPrerequisiteEntries = false; ExpandDungeonFlow.JungleInjectionData.OnlyOne = false; ExpandDungeonFlow.JungleInjectionData.ChanceToSpawnOne = 0.5f; ExpandDungeonFlow.JungleInjectionData.AttachedInjectionData = new List <SharedInjectionData>(0); ExpandDungeonFlow.JungleInjectionData.InjectionData = new List <ProceduralFlowModifierData>() { new ProceduralFlowModifierData() { annotation = "Cathedral Crest Room", DEBUG_FORCE_SPAWN = false, OncePerRun = false, placementRules = new List <ProceduralFlowModifierData.FlowModifierPlacementType>() { ProceduralFlowModifierData.FlowModifierPlacementType.END_OF_CHAIN }, roomTable = null, exactRoom = ExpandRoomPrefabs.Expand_Jungle_OldCrest, IsWarpWing = false, RequiresMasteryToken = false, chanceToLock = 0.5f, selectionWeight = 1, chanceToSpawn = 1, RequiredValidPlaceable = null, CanBeForcedSecret = true, RandomNodeChildMinDistanceFromEntrance = 0, exactSecondaryRoom = null, framedCombatNodes = 0, prerequisites = new DungeonPrerequisite[] { new DungeonPrerequisite() { prerequisiteType = DungeonPrerequisite.PrerequisiteType.DEMO_MODE, prerequisiteOperation = DungeonPrerequisite.PrerequisiteOperation.GREATER_THAN, statToCheck = TrackedStats.TIMES_REACHED_GUNGEON, maxToCheck = 0, comparisonValue = 0, encounteredObjectGuid = string.Empty, encounteredRoom = null, requiredNumberOfEncounters = 0, requiredCharacter = PlayableCharacters.Pilot, requireCharacter = false, requiredTileset = 0, requireTileset = false, saveFlagToCheck = 0, requireFlag = false, requireDemoMode = false }, } }, new ProceduralFlowModifierData() { annotation = "Lost Baby Dragun", DEBUG_FORCE_SPAWN = false, OncePerRun = false, placementRules = new List <ProceduralFlowModifierData.FlowModifierPlacementType>() { ProceduralFlowModifierData.FlowModifierPlacementType.RANDOM_NODE_CHILD }, roomTable = null, exactRoom = ExpandRoomPrefabs.Expand_Jungle_SecretDragun, IsWarpWing = false, RequiresMasteryToken = false, chanceToLock = 1, selectionWeight = 1, chanceToSpawn = 1, RequiredValidPlaceable = null, CanBeForcedSecret = true, RandomNodeChildMinDistanceFromEntrance = 0, exactSecondaryRoom = null, framedCombatNodes = 0, prerequisites = new DungeonPrerequisite[] { new DungeonPrerequisite() { prerequisiteType = DungeonPrerequisite.PrerequisiteType.TILESET, prerequisiteOperation = DungeonPrerequisite.PrerequisiteOperation.EQUAL_TO, statToCheck = TrackedStats.TIMES_REACHED_GUNGEON, maxToCheck = 0, comparisonValue = 0, encounteredObjectGuid = string.Empty, encounteredRoom = null, requiredNumberOfEncounters = 0, requiredCharacter = PlayableCharacters.Pilot, requireCharacter = false, requiredTileset = GlobalDungeonData.ValidTilesets.JUNGLEGEON, requireTileset = true, saveFlagToCheck = 0, requireFlag = false, requireDemoMode = false } } } }; } DungeonFlowNode entranceNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandRoomPrefabs.Expand_Jungle_Entrance); DungeonFlowNode exitNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandRoomPrefabs.Expand_Jungle_Exit); DungeonFlowNode bossfoyerNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.boss_foyertable); DungeonFlowNode bossNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandRoomPrefabs.Expand_Jungle_Boss); DungeonFlowNode JungleShopNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, ExpandPrefabs.shop02.category, overrideTable: ExpandPrefabs.shop_room_table); DungeonFlowNode JungleRewardNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode JungleRewardNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode JungleRoomNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB, oneWayLoopTarget: true); DungeonFlowNode JungleRoomNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_04 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_05 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_06 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB, oneWayLoopTarget: true); DungeonFlowNode JungleRoomNode_07 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_09 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_10 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_11 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB); DungeonFlowNode JungleRoomNode_12 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_13 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_14 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_16 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_17 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode JungleRoomNode_18 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); m_CachedFlow.name = "F1b_Jungle_Flow_02"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.JungleRoomTable; m_CachedFlow.phantomRoomTable = null; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>(0); m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>() { ExpandDungeonFlow.BaseSharedInjectionData, ExpandDungeonFlow.JungleInjectionData }; m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(entranceNode, null); // First Looping branch m_CachedFlow.AddNodeToFlow(JungleRoomNode_16, entranceNode); m_CachedFlow.AddNodeToFlow(JungleRoomNode_01, JungleRoomNode_16); // Dead End m_CachedFlow.AddNodeToFlow(JungleRoomNode_05, JungleRoomNode_01); // Start of Loop m_CachedFlow.AddNodeToFlow(JungleRoomNode_02, JungleRoomNode_01); m_CachedFlow.AddNodeToFlow(JungleRoomNode_04, JungleRoomNode_02); m_CachedFlow.AddNodeToFlow(JungleRewardNode_01, JungleRoomNode_04); // Connect End of Loop to first in chain m_CachedFlow.LoopConnectNodes(JungleRewardNode_01, JungleRoomNode_01); // Second Looping branch m_CachedFlow.AddNodeToFlow(JungleRoomNode_17, entranceNode); m_CachedFlow.AddNodeToFlow(JungleRoomNode_06, JungleRoomNode_17); // Dead End m_CachedFlow.AddNodeToFlow(JungleRoomNode_10, JungleRoomNode_06); // Start of Loop m_CachedFlow.AddNodeToFlow(JungleRoomNode_07, JungleRoomNode_06); m_CachedFlow.AddNodeToFlow(JungleRoomNode_09, JungleRoomNode_07); m_CachedFlow.AddNodeToFlow(JungleRewardNode_02, JungleRoomNode_09); // Connect End of Loop to first in chain m_CachedFlow.LoopConnectNodes(JungleRewardNode_02, JungleRoomNode_06); // Splitting path to Shop or Boss m_CachedFlow.AddNodeToFlow(JungleRoomNode_18, entranceNode); m_CachedFlow.AddNodeToFlow(JungleRoomNode_11, JungleRoomNode_18); // Path To Boss m_CachedFlow.AddNodeToFlow(JungleRoomNode_12, JungleRoomNode_11); // Path to Shop m_CachedFlow.AddNodeToFlow(JungleRoomNode_13, JungleRoomNode_11); m_CachedFlow.AddNodeToFlow(JungleShopNode, JungleRoomNode_13); // Dead End m_CachedFlow.AddNodeToFlow(JungleRoomNode_14, JungleRoomNode_11); m_CachedFlow.AddNodeToFlow(bossfoyerNode, JungleRoomNode_12); m_CachedFlow.AddNodeToFlow(bossNode, bossfoyerNode); m_CachedFlow.AddNodeToFlow(exitNode, bossNode); m_CachedFlow.FirstNode = entranceNode; return(m_CachedFlow); }
public static DungeonFlow TEST_West_Floor_03a_Flow() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); DungeonFlowSubtypeRestriction TestSubTypeRestriction = new DungeonFlowSubtypeRestriction() { baseCategoryRestriction = PrototypeDungeonRoom.RoomCategory.NORMAL, normalSubcategoryRestriction = PrototypeDungeonRoom.RoomNormalSubCategory.TRAP, bossSubcategoryRestriction = PrototypeDungeonRoom.RoomBossSubCategory.FLOOR_BOSS, specialSubcategoryRestriction = PrototypeDungeonRoom.RoomSpecialSubCategory.UNSPECIFIED_SPECIAL, secretSubcategoryRestriction = PrototypeDungeonRoom.RoomSecretSubCategory.UNSPECIFIED_SECRET, maximumRoomsOfSubtype = 1 }; DungeonFlowNode TestNode_00 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.elevator_entrance, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, childNodeGuids = new List <string>() { "5160f844-ff79-4d19-b813-38496a344e8e" }, loopTargetIsOneWay = false, guidAsString = "d9be71d3-8d97-48af-8eda-54aa897862be" }; DungeonFlowNode TestNode_01 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.boss_foyer, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "bd36ddc7-e687-4355-a69b-e799c9d857de", childNodeGuids = new List <string>() { "a0098d24-7733-4baf-82c0-11ce3e068261" }, loopTargetIsOneWay = false, guidAsString = "036aafaf-a754-4410-94c5-2c4e5139a5bf" }; DungeonFlowNode TestNode_02 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.oldbulletking_room_01, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "036aafaf-a754-4410-94c5-2c4e5139a5bf", childNodeGuids = new List <string>() { "f06e0430-437a-481e-9b34-604d145cc77d" }, loopTargetIsOneWay = false, guidAsString = "a0098d24-7733-4baf-82c0-11ce3e068261" }; DungeonFlowNode TestNode_03 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.exit_room_basic, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "a0098d24-7733-4baf-82c0-11ce3e068261", childNodeGuids = new List <string>(0), loopTargetIsOneWay = false, guidAsString = "f06e0430-437a-481e-9b34-604d145cc77d" }; DungeonFlowNode TestNode_04 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "d9be71d3-8d97-48af-8eda-54aa897862be", childNodeGuids = new List <string>() { "0c8ee6c4-31b4-4226-9ddb-90c7eca8f2d3" }, loopTargetIsOneWay = false, guidAsString = "5160f844-ff79-4d19-b813-38496a344e8e" }; DungeonFlowNode TestNode_05 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "5160f844-ff79-4d19-b813-38496a344e8e", childNodeGuids = new List <string>() { "2439b6f0-b59e-4b46-8521-3195d72748f7" }, loopTargetIsOneWay = false, guidAsString = "0c8ee6c4-31b4-4226-9ddb-90c7eca8f2d3" }; DungeonFlowNode TestNode_06 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "2439b6f0-b59e-4b46-8521-3195d72748f7", childNodeGuids = new List <string>() { "989ad791-cfc8-4f4e-afc6-fd9512a789b7" }, loopTargetIsOneWay = false, guidAsString = "a919a262-edf3-47e7-aae9-0eb77fa49262" }; DungeonFlowNode TestNode_07 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "919a262-edf3-47e7-aae9-0eb77fa49262", childNodeGuids = new List <string>() { "b1da2e8a-afeb-41cc-8840-be1c46aa4401", "3a6325a4-d2c0-4b93-a82e-7f09b007e190" }, loopTargetIsOneWay = false, guidAsString = "989ad791-cfc8-4f4e-afc6-fd9512a789b7" }; DungeonFlowNode TestNode_08 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "8267eaa8-ed7f-403b-97a6-421d15a21ef3", childNodeGuids = new List <string>() { "3956174b-a5ee-4716-b021-889db041a070" }, loopTargetIsOneWay = false, guidAsString = "8b4c640e-b835-4a6b-9326-7b11d856fcde" }; DungeonFlowNode TestNode_09 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "8b4c640e-b835-4a6b-9326-7b11d856fcde", childNodeGuids = new List <string>() { "bd36ddc7-e687-4355-a69b-e799c9d857de", "31a9f731-24ba-49dd-9086-2f01cb3fcb1d" }, loopTargetIsOneWay = false, guidAsString = "3956174b-a5ee-4716-b021-889db041a070" }; DungeonFlowNode TestNode_10 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "3956174b-a5ee-4716-b021-889db041a070", childNodeGuids = new List <string>() { "036aafaf-a754-4410-94c5-2c4e5139a5bf", "17f291e0-37c3-4d03-ba6a-b5b534256c07" }, loopTargetIsOneWay = false, guidAsString = "bd36ddc7-e687-4355-a69b-e799c9d857de" }; DungeonFlowNode TestNode_11 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "0c8ee6c4-31b4-4226-9ddb-90c7eca8f2d3", childNodeGuids = new List <string>() { "dc3ba41b-dc99-42d3-ab9b-088991bc1741", "a919a262-edf3-47e7-aae9-0eb77fa49262" }, loopTargetIsOneWay = false, guidAsString = "2439b6f0-b59e-4b46-8521-3195d72748f7" }; DungeonFlowNode TestNode_12 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.gungeon_rewardroom_1, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "2439b6f0-b59e-4b46-8521-3195d72748f7", childNodeGuids = new List <string>() { "55ebfb7d-b617-4da1-853c-209d3bd36f8e" }, loopTargetIsOneWay = false, guidAsString = "dc3ba41b-dc99-42d3-ab9b-088991bc1741" }; DungeonFlowNode TestNode_13 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "dc3ba41b-dc99-42d3-ab9b-088991bc1741", childNodeGuids = new List <string>(0), loopTargetNodeGuid = "0c8ee6c4-31b4-4226-9ddb-90c7eca8f2d3", loopTargetIsOneWay = false, guidAsString = "55ebfb7d-b617-4da1-853c-209d3bd36f8e" }; DungeonFlowNode TestNode_14 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "8267eaa8-ed7f-403b-97a6-421d15a21ef3", childNodeGuids = new List <string>() { "44fc3013-6fa2-4436-a0db-1d3b99484703" }, loopTargetIsOneWay = false, guidAsString = "0fbff154-f8cb-4367-a11f-16f5dd56fe4f" }; DungeonFlowNode TestNode_15 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "989ad791-cfc8-4f4e-afc6-fd9512a789b7", childNodeGuids = new List <string>() { "8267eaa8-ed7f-403b-97a6-421d15a21ef3" }, loopTargetIsOneWay = false, guidAsString = "b1da2e8a-afeb-41cc-8840-be1c46aa4401" }; DungeonFlowNode TestNode_16 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.shop02, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "0fbff154-f8cb-4367-a11f-16f5dd56fe4f", childNodeGuids = new List <string>(0), loopTargetIsOneWay = false, guidAsString = "44fc3013-6fa2-4436-a0db-1d3b99484703" }; DungeonFlowNode TestNode_17 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "bd36ddc7-e687-4355-a69b-e799c9d857de", childNodeGuids = new List <string>() { "56753489-2944-42ed-8c1f-c0daa03417b0" }, loopTargetIsOneWay = false, guidAsString = "17f291e0-37c3-4d03-ba6a-b5b534256c07" }; DungeonFlowNode TestNode_18 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "17f291e0-37c3-4d03-ba6a-b5b534256c07", childNodeGuids = new List <string>() { "1d489c84-f1b5-431d-bdf3-e61e74cd7f15", "3e0b1ce9-3862-4041-bfa9-bb82474e567a" }, loopTargetIsOneWay = false, guidAsString = "56753489-2944-42ed-8c1f-c0daa03417b0" }; DungeonFlowNode TestNode_19 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "56753489-2944-42ed-8c1f-c0daa03417b0", childNodeGuids = new List <string>() { "9fc6fab9-fe0f-458c-b1a4-e69077243acc" }, loopTargetIsOneWay = false, guidAsString = "1d489c84-f1b5-431d-bdf3-e61e74cd7f15" }; DungeonFlowNode TestNode_20 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.gungeon_rewardroom_1, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "1d489c84-f1b5-431d-bdf3-e61e74cd7f15", loopTargetNodeGuid = "bd36ddc7-e687-4355-a69b-e799c9d857de", loopTargetIsOneWay = true, guidAsString = "9fc6fab9-fe0f-458c-b1a4-e69077243acc" }; DungeonFlowNode TestNode_21 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.HUB, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "b1da2e8a-afeb-41cc-8840-be1c46aa4401", childNodeGuids = new List <string>() { "0fbff154-f8cb-4367-a11f-16f5dd56fe4f", "8b4c640e-b835-4a6b-9326-7b11d856fcde" }, loopTargetIsOneWay = false, guidAsString = "8267eaa8-ed7f-403b-97a6-421d15a21ef3" }; DungeonFlowNode TestNode_22 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.SECRET, percentChance = 0.196999997f, priority = DungeonFlowNode.NodePriority.OPTIONAL, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "989ad791-cfc8-4f4e-afc6-fd9512a789b7", childNodeGuids = new List <string>(0), loopTargetIsOneWay = false, guidAsString = "3a6325a4-d2c0-4b93-a82e-7f09b007e190" }; DungeonFlowNode TestNode_23 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.SECRET, percentChance = 1f, priority = DungeonFlowNode.NodePriority.OPTIONAL, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "3956174b-a5ee-4716-b021-889db041a070", childNodeGuids = new List <string>(0), loopTargetIsOneWay = false, guidAsString = "31a9f731-24ba-49dd-9086-2f01cb3fcb1d" }; DungeonFlowNode TestNode_24 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.SECRET, percentChance = 0.291999996f, priority = DungeonFlowNode.NodePriority.OPTIONAL, capSubchain = false, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, subchainIdentifiers = new List <string>(0), chainRules = new List <ChainRule>(0), flow = m_CachedFlow, parentNodeGuid = "56753489-2944-42ed-8c1f-c0daa03417b0", childNodeGuids = new List <string>(0), loopTargetIsOneWay = false, guidAsString = "3e0b1ce9-3862-4041-bfa9-bb82474e567a" }; m_CachedFlow.name = "TEST_West_Floor_03a_Flow"; // m_CachedFlow.fallbackRoomTable = CatacombsPrefab.PatternSettings.flows[0].fallbackRoomTable; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.CatacombsRoomTable; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>() { TestSubTypeRestriction }; m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0); m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(TestNode_00, null); m_CachedFlow.AddNodeToFlow(TestNode_01, TestNode_10); m_CachedFlow.AddNodeToFlow(TestNode_02, TestNode_01); m_CachedFlow.AddNodeToFlow(TestNode_03, TestNode_02); m_CachedFlow.AddNodeToFlow(TestNode_04, TestNode_00); m_CachedFlow.AddNodeToFlow(TestNode_05, TestNode_04); m_CachedFlow.AddNodeToFlow(TestNode_06, TestNode_11); m_CachedFlow.AddNodeToFlow(TestNode_07, TestNode_06); m_CachedFlow.AddNodeToFlow(TestNode_08, TestNode_21); m_CachedFlow.AddNodeToFlow(TestNode_09, TestNode_08); m_CachedFlow.AddNodeToFlow(TestNode_10, TestNode_09); m_CachedFlow.AddNodeToFlow(TestNode_11, TestNode_05); m_CachedFlow.AddNodeToFlow(TestNode_12, TestNode_11); m_CachedFlow.AddNodeToFlow(TestNode_13, TestNode_12); m_CachedFlow.AddNodeToFlow(TestNode_14, TestNode_21); m_CachedFlow.AddNodeToFlow(TestNode_15, TestNode_07); m_CachedFlow.AddNodeToFlow(TestNode_16, TestNode_14); m_CachedFlow.AddNodeToFlow(TestNode_17, TestNode_10); m_CachedFlow.AddNodeToFlow(TestNode_18, TestNode_17); m_CachedFlow.AddNodeToFlow(TestNode_19, TestNode_18); m_CachedFlow.AddNodeToFlow(TestNode_20, TestNode_19); m_CachedFlow.AddNodeToFlow(TestNode_21, TestNode_15); m_CachedFlow.AddNodeToFlow(TestNode_22, TestNode_07); m_CachedFlow.AddNodeToFlow(TestNode_23, TestNode_09); m_CachedFlow.AddNodeToFlow(TestNode_24, TestNode_18); m_CachedFlow.LoopConnectNodes(TestNode_13, TestNode_05); m_CachedFlow.LoopConnectNodes(TestNode_20, TestNode_10); m_CachedFlow.FirstNode = TestNode_00; return(m_CachedFlow); }
public static DungeonFlow F4c_West_Flow_01() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); m_CachedFlow.name = "F4c_West_Flow_01"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.CustomRoomTableSecretGlitchFloor; m_CachedFlow.phantomRoomTable = null; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>(0); m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>() { CustomSecretFloorSharedInjectionData }; m_CachedFlow.Initialize(); DungeonFlowNode entranceNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandRoomPrefabs.Expand_West_Entrance); DungeonFlowNode exitNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandRoomPrefabs.SecretExitRoom); DungeonFlowNode bossFoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.boss_foyertable); DungeonFlowNode bossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandRoomPrefabs.FakeBossRoom); DungeonFlowNode fakeBossfoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.boss_foyertable); DungeonFlowNode fakeBossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandRoomPrefabs.GungeoneerMimicBossRoom); DungeonFlowNode WestWinchesterNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); List <PrototypeDungeonRoom> m_WinchesterRoomList = new List <PrototypeDungeonRoom>(); foreach (WeightedRoom weightedRoom in ExpandPrefabs.winchesterroomtable.includedRooms.elements) { if (weightedRoom.room != null) { m_WinchesterRoomList.Add(weightedRoom.room); } } if (m_WinchesterRoomList.Count > 0) { m_WinchesterRoomList = m_WinchesterRoomList.Shuffle(); WestWinchesterNode.overrideExactRoom = BraveUtility.RandomElement(m_WinchesterRoomList); } DungeonFlowNode WestGunMuncherNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, ExpandPrefabs.subshop_muncher_01); DungeonFlowNode WestShopNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.shop_room_table); DungeonFlowNode WestShopBackRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_West_SecretShopWarp, handlesOwnWarping: false); DungeonFlowNode WestChestRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandRoomPrefabs.Expand_West_ChestRoom); DungeonFlowNode WestChestRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandRoomPrefabs.Expand_West_ChestRoom); DungeonFlowNode WestSecretRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET, ExpandRoomPrefabs.Expand_West_SecretKeyShop); DungeonFlowNode WestSecretWarp_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_West_SecretWarp, handlesOwnWarping: false); DungeonFlowNode WestSecretHub_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB, ExpandRoomPrefabs.Expand_West_SecretHub, isWarpWingNode: true, handlesOwnWarping: false); DungeonFlowNode WestSecretHub_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB, ExpandRoomPrefabs.Expand_West_SecretHub2, isWarpWingNode: true, handlesOwnWarping: false); DungeonFlowNode WestRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_03 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_04 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_05 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_06 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_07 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_08 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_09 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_10 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_11 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_12 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_13 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_14 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_15 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode WestRoom_16 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode MinibossRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, overrideTable: ExpandPrefabs.MegaMiniBossRoomTable); DungeonFlowNode ChallengeShrineRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.MegaChallengeShrineTable); DungeonFlowNode ShrineRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, ExpandRoomPrefabs.Expand_West_ShrineRoom); ShrineRoom_01.forcedDoorType = DungeonFlowNode.ForcedDoorType.LOCKED; DungeonFlowNode SpecialRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.basic_special_rooms_noBlackMarket); DungeonFlowNode BlankRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_West_BlankPedestalRoom); DungeonFlowNode BlankRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_West_BlankPedestalRoom); DungeonFlowNode RatKeyRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_West_RatKeyPedestalRoom); DungeonFlowNode RatKeyRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_West_RatKeyPedestalRoom); DungeonFlowNode SecretRatKeyRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET, ExpandRoomPrefabs.Expand_West_SecretRatKeyPedestalRoom); DungeonFlowNode SecretRatKeyRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET, ExpandRoomPrefabs.Expand_West_SecretRatKeyPedestalRoom); DungeonFlowNode PuzzleRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.PuzzleRoom1); DungeonFlowNode PuzzleRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.PuzzleRoom2); DungeonFlowNode PuzzleRoom_03 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.PuzzleRoom3); DungeonFlowNode m_SpecialRewardNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.SecretRewardRoom); DungeonFlowNode m_SecretBossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandRoomPrefabs.SecretBossRoom); DungeonFlowNode m_SecretBossFoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, ExpandPrefabs.DragunBossFoyerRoom); DungeonFlowNode m_SecretBossExitNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandPrefabs.DraGunExitRoom); DungeonFlowNode m_SecretBossEndTimesNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandPrefabs.DraGunEndTimesRoom, isWarpWingNode: true); DungeonFlowNode m_SecretBossShopNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, ExpandPrefabs.BlacksmithShop); m_CachedFlow.AddNodeToFlow(entranceNode, null); m_CachedFlow.AddNodeToFlow(WestRoom_01, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_03, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_04, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_05, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_06, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_07, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_09, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_11, entranceNode); m_CachedFlow.AddNodeToFlow(WestRoom_12, entranceNode); m_CachedFlow.AddNodeToFlow(WestGunMuncherNode, WestRoom_03); m_CachedFlow.AddNodeToFlow(WestWinchesterNode, WestRoom_11); m_CachedFlow.AddNodeToFlow(WestRoom_08, WestRoom_07); m_CachedFlow.AddNodeToFlow(BlankRoom_01, WestRoom_08); m_CachedFlow.AddNodeToFlow(BlankRoom_02, WestRoom_05); m_CachedFlow.AddNodeToFlow(WestChestRoom_01, WestRoom_01); m_CachedFlow.AddNodeToFlow(WestChestRoom_02, WestRoom_09); m_CachedFlow.AddNodeToFlow(WestSecretRoom_01, WestChestRoom_02); m_CachedFlow.AddNodeToFlow(WestSecretWarp_01, WestSecretRoom_01); m_CachedFlow.AddNodeToFlow(WestSecretHub_01, WestSecretWarp_01); m_CachedFlow.AddNodeToFlow(SecretRatKeyRoom_01, WestSecretHub_01); m_CachedFlow.AddNodeToFlow(WestRoom_13, WestSecretHub_01); m_CachedFlow.AddNodeToFlow(ShrineRoom_01, WestRoom_13); m_CachedFlow.AddNodeToFlow(SpecialRoom_01, WestRoom_13); m_CachedFlow.AddNodeToFlow(ChallengeShrineRoom_01, WestSecretHub_01); m_CachedFlow.AddNodeToFlow(WestRoom_14, ChallengeShrineRoom_01); m_CachedFlow.AddNodeToFlow(WestRoom_15, WestRoom_14); m_CachedFlow.AddNodeToFlow(SecretRatKeyRoom_02, WestRoom_15); m_CachedFlow.AddNodeToFlow(WestRoom_16, WestRoom_14); m_CachedFlow.AddNodeToFlow(MinibossRoom_01, WestRoom_16); m_CachedFlow.AddNodeToFlow(RatKeyRoom_01, MinibossRoom_01); m_CachedFlow.AddNodeToFlow(WestShopNode, WestRoom_06); m_CachedFlow.AddNodeToFlow(WestShopBackRoom_01, WestShopNode); m_CachedFlow.AddNodeToFlow(WestSecretHub_02, WestShopBackRoom_01); m_CachedFlow.AddNodeToFlow(PuzzleRoom_01, WestSecretHub_02); m_CachedFlow.AddNodeToFlow(PuzzleRoom_02, WestSecretHub_02); m_CachedFlow.AddNodeToFlow(PuzzleRoom_03, WestSecretHub_02); m_CachedFlow.AddNodeToFlow(m_SpecialRewardNode, WestSecretHub_02); m_CachedFlow.AddNodeToFlow(m_SecretBossShopNode, m_SpecialRewardNode); m_CachedFlow.AddNodeToFlow(m_SecretBossFoyerNode, m_SecretBossShopNode); m_CachedFlow.AddNodeToFlow(m_SecretBossNode, m_SecretBossFoyerNode); m_CachedFlow.AddNodeToFlow(m_SecretBossExitNode, m_SecretBossNode); m_CachedFlow.AddNodeToFlow(m_SecretBossEndTimesNode, m_SecretBossExitNode); m_CachedFlow.AddNodeToFlow(WestRoom_02, WestRoom_12); m_CachedFlow.AddNodeToFlow(fakeBossfoyerNode, WestRoom_02); m_CachedFlow.AddNodeToFlow(fakeBossNode, fakeBossfoyerNode); m_CachedFlow.AddNodeToFlow(RatKeyRoom_02, fakeBossNode); m_CachedFlow.AddNodeToFlow(WestRoom_10, WestRoom_04); m_CachedFlow.AddNodeToFlow(bossFoyerNode, WestRoom_10); m_CachedFlow.AddNodeToFlow(bossNode, bossFoyerNode); m_CachedFlow.AddNodeToFlow(exitNode, bossNode); m_CachedFlow.FirstNode = entranceNode; return(m_CachedFlow); }
public static DungeonFlow Apache_Fucking_Around_Flow() { DungeonFlowSubtypeRestriction m_SubTypeRestrictions = new DungeonFlowSubtypeRestriction() { baseCategoryRestriction = PrototypeDungeonRoom.RoomCategory.NORMAL, normalSubcategoryRestriction = PrototypeDungeonRoom.RoomNormalSubCategory.TRAP, bossSubcategoryRestriction = PrototypeDungeonRoom.RoomBossSubCategory.FLOOR_BOSS, specialSubcategoryRestriction = PrototypeDungeonRoom.RoomSpecialSubCategory.UNSPECIFIED_SPECIAL, secretSubcategoryRestriction = PrototypeDungeonRoom.RoomSecretSubCategory.UNSPECIFIED_SECRET, maximumRoomsOfSubtype = 1 }; DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); bool SecretRoomSelector = BraveUtility.RandomBool(); m_CachedFlow.name = "Apache_Fucking_Around_Flow"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.CustomRoomTable2; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>() { m_SubTypeRestrictions }; m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0); m_CachedFlow.Initialize(); DungeonFlowNode m_EntranceNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandPrefabs.elevator_entrance); DungeonFlowNode m_ExitNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandPrefabs.tiny_exit); DungeonFlowNode m_BossNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandPrefabs.doublebeholsterroom01); DungeonFlowNode m_BossFoyerNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.boss_foyer); // First chain of nodes starting off Entrance DungeonFlowNode m_ConnectorNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_ConnectorNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_ConnectorNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_ConnectorNode_04 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_ShopNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.shop_room_table); DungeonFlowNode m_HubNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB); DungeonFlowNode m_RewardNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room); DungeonFlowNode m_RewardNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room); DungeonFlowNode m_RewardNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode m_NormalNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_04 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_05 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_06 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_07 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_08 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_09 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_NormalNode_10 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_SecretNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET); DungeonFlowNode m_SecretNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SECRET); DungeonFlowNode m_LoopTargetNormalNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, oneWayLoopTarget: true); // Warp Wing chain DungeonFlowNode m_WarpWingConnectorNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_SecretElevatorDestinationRoom, isWarpWingNode: true); DungeonFlowNode m_WarpWingConnectorNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_WarpWingConnectorNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_WarpWingConnectorNode_04 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode m_WarpWingNormalNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_WarpWingNormalNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_WarpWingNormalNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode m_WarpWingRewardNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room); // Assign special elevator entrance room to one of the two guranteed secret rooms on this flow. if (SecretRoomSelector) { m_SecretNode_01.overrideExactRoom = ExpandRoomPrefabs.Expand_SecretElevatorEntranceRoom; } else { m_SecretNode_02.overrideExactRoom = ExpandRoomPrefabs.Expand_SecretElevatorEntranceRoom; } m_CachedFlow.AddNodeToFlow(m_EntranceNode, null); m_CachedFlow.AddNodeToFlow(m_ConnectorNode_01, m_EntranceNode); m_CachedFlow.AddNodeToFlow(m_ConnectorNode_02, m_ConnectorNode_01); m_CachedFlow.AddNodeToFlow(m_ConnectorNode_03, m_ConnectorNode_02); // Shop node branching off first connector node m_CachedFlow.AddNodeToFlow(m_ShopNode, m_ConnectorNode_01); // Huh node. A chest node then normal node leading to boss room/exit with a normal node and loop nodes connected to exit. m_CachedFlow.AddNodeToFlow(m_HubNode, m_ConnectorNode_01); m_CachedFlow.AddNodeToFlow(m_RewardNode_01, m_HubNode); m_CachedFlow.AddNodeToFlow(m_NormalNode_01, m_HubNode); m_CachedFlow.AddNodeToFlow(m_BossFoyerNode, m_NormalNode_01); m_CachedFlow.AddNodeToFlow(m_BossNode, m_BossFoyerNode); m_CachedFlow.AddNodeToFlow(m_ExitNode, m_BossNode); m_CachedFlow.AddNodeToFlow(m_NormalNode_02, m_ExitNode); m_CachedFlow.AddNodeToFlow(m_LoopTargetNormalNode, m_ExitNode); m_CachedFlow.AddNodeToFlow(m_NormalNode_03, m_LoopTargetNormalNode); m_CachedFlow.AddNodeToFlow(m_RewardNode_02, m_NormalNode_03); // Connect end of this chain back to first node in loop chain. m_CachedFlow.LoopConnectNodes(m_RewardNode_02, m_LoopTargetNormalNode); // Branch of nodes that leads off hub to mainly normal rooms, a chest and a couple secret rooms. m_CachedFlow.AddNodeToFlow(m_NormalNode_04, m_HubNode); m_CachedFlow.AddNodeToFlow(m_NormalNode_05, m_NormalNode_04); m_CachedFlow.AddNodeToFlow(m_NormalNode_06, m_NormalNode_05); m_CachedFlow.AddNodeToFlow(m_NormalNode_07, m_NormalNode_06); m_CachedFlow.AddNodeToFlow(m_SecretNode_01, m_NormalNode_06); m_CachedFlow.AddNodeToFlow(m_NormalNode_08, m_NormalNode_05); m_CachedFlow.AddNodeToFlow(m_NormalNode_09, m_NormalNode_08); m_CachedFlow.AddNodeToFlow(m_NormalNode_10, m_NormalNode_09); m_CachedFlow.AddNodeToFlow(m_SecretNode_02, m_NormalNode_10); m_CachedFlow.AddNodeToFlow(m_RewardNode_03, m_NormalNode_10); // Warpwing CHain of nodes with 1 reward room m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_01, m_HubNode); m_CachedFlow.AddNodeToFlow(m_WarpWingNormalNode_01, m_WarpWingConnectorNode_01); m_CachedFlow.AddNodeToFlow(m_WarpWingRewardNode_01, m_WarpWingNormalNode_01); m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_02, m_WarpWingConnectorNode_01); m_CachedFlow.AddNodeToFlow(m_WarpWingNormalNode_02, m_WarpWingConnectorNode_02); m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_03, m_WarpWingNormalNode_02); m_CachedFlow.AddNodeToFlow(m_WarpWingConnectorNode_04, m_WarpWingConnectorNode_03); m_CachedFlow.AddNodeToFlow(m_WarpWingNormalNode_03, m_WarpWingConnectorNode_04); m_CachedFlow.FirstNode = m_EntranceNode; return(m_CachedFlow); }
public static DungeonFlow Test_TrapRoom_Flow() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); DungeonFlowNode entranceNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandPrefabs.tiny_entrance); DungeonFlowNode exitNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandRoomPrefabs.SecretExitRoom); DungeonFlowNode firstConnectorNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Utiliroom); DungeonFlowNode lastConnectorNode = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Utiliroom); DungeonFlowNode TrapRoomNode_01 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_02 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_03 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_04 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_05 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_06 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_07 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_08 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_09 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_10 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_11 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_12 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_13 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_14 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_15 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_16 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_17 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_18 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_19 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_20 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_21 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_22 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_23 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_24 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode TrapRoomNode_25 = ExpandDungeonFlow.GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); TrapRoomTable.name = "Test Trap Room Table"; TrapRoomTable.includedRooms = new WeightedRoomCollection(); TrapRoomTable.includedRooms.elements = new List <WeightedRoom>(); TrapRoomTable.includedRoomTables = new List <GenericRoomTable>(0); foreach (WeightedRoom weightedRoom in ExpandPrefabs.CustomRoomTable.includedRooms.elements) { if (weightedRoom.room != null && weightedRoom.room.category == PrototypeDungeonRoom.RoomCategory.NORMAL && weightedRoom.room.subCategoryNormal == PrototypeDungeonRoom.RoomNormalSubCategory.TRAP) { TrapRoomTable.includedRooms.elements.Add(weightedRoom); } } m_CachedFlow.name = "Test_TrapRoom_Flow"; m_CachedFlow.fallbackRoomTable = TrapRoomTable; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>(0); m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0); m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(entranceNode, null); m_CachedFlow.AddNodeToFlow(firstConnectorNode, entranceNode); m_CachedFlow.AddNodeToFlow(TrapRoomNode_01, firstConnectorNode); m_CachedFlow.AddNodeToFlow(TrapRoomNode_02, TrapRoomNode_01); m_CachedFlow.AddNodeToFlow(TrapRoomNode_03, TrapRoomNode_02); m_CachedFlow.AddNodeToFlow(TrapRoomNode_04, TrapRoomNode_03); m_CachedFlow.AddNodeToFlow(TrapRoomNode_05, TrapRoomNode_04); m_CachedFlow.AddNodeToFlow(TrapRoomNode_06, TrapRoomNode_05); m_CachedFlow.AddNodeToFlow(TrapRoomNode_07, TrapRoomNode_06); m_CachedFlow.AddNodeToFlow(TrapRoomNode_08, TrapRoomNode_07); m_CachedFlow.AddNodeToFlow(TrapRoomNode_09, TrapRoomNode_08); m_CachedFlow.AddNodeToFlow(TrapRoomNode_10, TrapRoomNode_09); m_CachedFlow.AddNodeToFlow(TrapRoomNode_11, TrapRoomNode_10); m_CachedFlow.AddNodeToFlow(TrapRoomNode_12, TrapRoomNode_11); m_CachedFlow.AddNodeToFlow(TrapRoomNode_13, TrapRoomNode_12); m_CachedFlow.AddNodeToFlow(TrapRoomNode_14, TrapRoomNode_13); m_CachedFlow.AddNodeToFlow(TrapRoomNode_15, TrapRoomNode_14); m_CachedFlow.AddNodeToFlow(TrapRoomNode_16, TrapRoomNode_15); m_CachedFlow.AddNodeToFlow(TrapRoomNode_17, TrapRoomNode_16); m_CachedFlow.AddNodeToFlow(TrapRoomNode_18, TrapRoomNode_17); m_CachedFlow.AddNodeToFlow(TrapRoomNode_19, TrapRoomNode_18); m_CachedFlow.AddNodeToFlow(TrapRoomNode_20, TrapRoomNode_19); m_CachedFlow.AddNodeToFlow(TrapRoomNode_21, TrapRoomNode_20); m_CachedFlow.AddNodeToFlow(TrapRoomNode_22, TrapRoomNode_21); m_CachedFlow.AddNodeToFlow(TrapRoomNode_23, TrapRoomNode_22); m_CachedFlow.AddNodeToFlow(TrapRoomNode_24, TrapRoomNode_23); m_CachedFlow.AddNodeToFlow(TrapRoomNode_25, TrapRoomNode_24); m_CachedFlow.AddNodeToFlow(lastConnectorNode, TrapRoomNode_25); m_CachedFlow.AddNodeToFlow(exitNode, lastConnectorNode); m_CachedFlow.FirstNode = entranceNode; return(m_CachedFlow); }
public static DungeonFlow Really_Big_Flow() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); DungeonFlowSubtypeRestriction TestSubTypeRestriction = new DungeonFlowSubtypeRestriction() { baseCategoryRestriction = PrototypeDungeonRoom.RoomCategory.NORMAL, normalSubcategoryRestriction = PrototypeDungeonRoom.RoomNormalSubCategory.TRAP, bossSubcategoryRestriction = PrototypeDungeonRoom.RoomBossSubCategory.FLOOR_BOSS, specialSubcategoryRestriction = PrototypeDungeonRoom.RoomSpecialSubCategory.UNSPECIFIED_SPECIAL, secretSubcategoryRestriction = PrototypeDungeonRoom.RoomSecretSubCategory.UNSPECIFIED_SECRET, maximumRoomsOfSubtype = 1 }; DungeonFlowNode EntranceNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.ENTRANCE, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.big_entrance, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode BossFoyerNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.DragunBossFoyerRoom, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode BossNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.BOSS, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.DraGunRoom01, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode BossExitNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.EXIT, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.DraGunExitRoom, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode BossEndTimesNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.EXIT, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.DraGunEndTimesRoom, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = true, handlesOwnWarping = true, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode FirstShopNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.BlacksmithShop, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode SecondShopNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.SPECIAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = null, overrideRoomTable = ExpandPrefabs.shop_room_table, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode MiniBossFoyerNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.DragunBossFoyerRoom, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; DungeonFlowNode FakebossNode = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.tutorial_fakeboss, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = Guid.NewGuid().ToString(), }; List <DungeonFlowNode> ConnectorNodes = new List <DungeonFlowNode>(); List <DungeonFlowNode> NormalNodes = new List <DungeonFlowNode>(); List <DungeonFlowNode> ChestNodes = new List <DungeonFlowNode>(); for (int i = 0; i < 11; i++) { ConnectorNodes.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR)); } for (int i = 0; i < 89; i++) { NormalNodes.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL)); } ChestNodes.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandPrefabs.reward_room)); ChestNodes.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room)); ChestNodes.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room)); ChestNodes.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room)); m_CachedFlow.name = "Really_Big_Flow"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.CustomRoomTable2; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>(0); // { TestSubTypeRestriction }; m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0); // { ChaosDungeonFlows.BaseSharedInjectionData }; m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(EntranceNode, null); m_CachedFlow.AddNodeToFlow(ConnectorNodes[10], EntranceNode); m_CachedFlow.AddNodeToFlow(FirstShopNode, ConnectorNodes[10]); m_CachedFlow.AddNodeToFlow(NormalNodes[88], ConnectorNodes[10]); // First chain of 25 nodes starting at 99 and moving down m_CachedFlow.AddNodeToFlow(NormalNodes[87], NormalNodes[88]); m_CachedFlow.AddNodeToFlow(NormalNodes[86], NormalNodes[87]); m_CachedFlow.AddNodeToFlow(NormalNodes[85], NormalNodes[86]); m_CachedFlow.AddNodeToFlow(NormalNodes[84], NormalNodes[85]); m_CachedFlow.AddNodeToFlow(NormalNodes[83], NormalNodes[84]); m_CachedFlow.AddNodeToFlow(NormalNodes[82], NormalNodes[83]); m_CachedFlow.AddNodeToFlow(NormalNodes[81], NormalNodes[82]); m_CachedFlow.AddNodeToFlow(NormalNodes[80], NormalNodes[81]); m_CachedFlow.AddNodeToFlow(NormalNodes[79], NormalNodes[80]); m_CachedFlow.AddNodeToFlow(NormalNodes[78], NormalNodes[79]); m_CachedFlow.AddNodeToFlow(NormalNodes[77], NormalNodes[78]); m_CachedFlow.AddNodeToFlow(NormalNodes[76], NormalNodes[77]); m_CachedFlow.AddNodeToFlow(NormalNodes[75], NormalNodes[76]); // Chest 1 m_CachedFlow.AddNodeToFlow(ChestNodes[0], NormalNodes[75]); //Start of Second Chain ConnectorNodes[9].roomCategory = PrototypeDungeonRoom.RoomCategory.HUB; m_CachedFlow.AddNodeToFlow(ConnectorNodes[9], NormalNodes[75]); m_CachedFlow.AddNodeToFlow(NormalNodes[74], ConnectorNodes[9]); m_CachedFlow.AddNodeToFlow(NormalNodes[73], NormalNodes[74]); m_CachedFlow.AddNodeToFlow(NormalNodes[72], NormalNodes[73]); m_CachedFlow.AddNodeToFlow(NormalNodes[71], NormalNodes[72]); m_CachedFlow.AddNodeToFlow(NormalNodes[70], NormalNodes[71]); m_CachedFlow.AddNodeToFlow(NormalNodes[69], NormalNodes[70]); m_CachedFlow.AddNodeToFlow(NormalNodes[68], NormalNodes[69]); m_CachedFlow.AddNodeToFlow(NormalNodes[67], NormalNodes[68]); m_CachedFlow.AddNodeToFlow(NormalNodes[66], NormalNodes[67]); m_CachedFlow.AddNodeToFlow(NormalNodes[65], NormalNodes[66]); m_CachedFlow.AddNodeToFlow(NormalNodes[64], NormalNodes[65]); m_CachedFlow.AddNodeToFlow(NormalNodes[63], NormalNodes[64]); m_CachedFlow.AddNodeToFlow(NormalNodes[62], NormalNodes[63]); m_CachedFlow.AddNodeToFlow(NormalNodes[61], NormalNodes[62]); m_CachedFlow.AddNodeToFlow(NormalNodes[60], NormalNodes[61]); m_CachedFlow.AddNodeToFlow(NormalNodes[59], NormalNodes[60]); m_CachedFlow.AddNodeToFlow(NormalNodes[58], NormalNodes[59]); m_CachedFlow.AddNodeToFlow(NormalNodes[57], NormalNodes[58]); m_CachedFlow.AddNodeToFlow(NormalNodes[56], NormalNodes[57]); m_CachedFlow.AddNodeToFlow(NormalNodes[55], NormalNodes[56]); m_CachedFlow.AddNodeToFlow(NormalNodes[54], NormalNodes[55]); m_CachedFlow.AddNodeToFlow(NormalNodes[53], NormalNodes[54]); m_CachedFlow.AddNodeToFlow(NormalNodes[52], NormalNodes[53]); m_CachedFlow.AddNodeToFlow(NormalNodes[51], NormalNodes[52]); m_CachedFlow.AddNodeToFlow(NormalNodes[50], NormalNodes[51]); // Chest 2 m_CachedFlow.AddNodeToFlow(ChestNodes[1], NormalNodes[50]); m_CachedFlow.AddNodeToFlow(SecondShopNode, ChestNodes[1]); //Start of Third Chain m_CachedFlow.AddNodeToFlow(NormalNodes[49], ConnectorNodes[9]); m_CachedFlow.AddNodeToFlow(NormalNodes[48], NormalNodes[49]); m_CachedFlow.AddNodeToFlow(NormalNodes[47], NormalNodes[48]); m_CachedFlow.AddNodeToFlow(NormalNodes[46], NormalNodes[47]); m_CachedFlow.AddNodeToFlow(NormalNodes[45], NormalNodes[46]); m_CachedFlow.AddNodeToFlow(NormalNodes[44], NormalNodes[45]); m_CachedFlow.AddNodeToFlow(NormalNodes[43], NormalNodes[44]); m_CachedFlow.AddNodeToFlow(NormalNodes[42], NormalNodes[43]); m_CachedFlow.AddNodeToFlow(NormalNodes[41], NormalNodes[42]); m_CachedFlow.AddNodeToFlow(NormalNodes[40], NormalNodes[41]); m_CachedFlow.AddNodeToFlow(NormalNodes[39], NormalNodes[40]); m_CachedFlow.AddNodeToFlow(NormalNodes[38], NormalNodes[39]); m_CachedFlow.AddNodeToFlow(NormalNodes[37], NormalNodes[38]); m_CachedFlow.AddNodeToFlow(NormalNodes[36], NormalNodes[37]); m_CachedFlow.AddNodeToFlow(NormalNodes[35], NormalNodes[36]); m_CachedFlow.AddNodeToFlow(NormalNodes[34], NormalNodes[35]); m_CachedFlow.AddNodeToFlow(NormalNodes[33], NormalNodes[34]); m_CachedFlow.AddNodeToFlow(NormalNodes[32], NormalNodes[33]); m_CachedFlow.AddNodeToFlow(NormalNodes[31], NormalNodes[32]); m_CachedFlow.AddNodeToFlow(NormalNodes[30], NormalNodes[31]); m_CachedFlow.AddNodeToFlow(NormalNodes[29], NormalNodes[30]); m_CachedFlow.AddNodeToFlow(NormalNodes[28], NormalNodes[29]); m_CachedFlow.AddNodeToFlow(NormalNodes[27], NormalNodes[28]); m_CachedFlow.AddNodeToFlow(NormalNodes[26], NormalNodes[27]); m_CachedFlow.AddNodeToFlow(NormalNodes[25], NormalNodes[26]); // Chest 3 m_CachedFlow.AddNodeToFlow(ChestNodes[2], NormalNodes[25]); m_CachedFlow.AddNodeToFlow(MiniBossFoyerNode, ChestNodes[2]); m_CachedFlow.AddNodeToFlow(FakebossNode, MiniBossFoyerNode); //Start of Fourth Chain m_CachedFlow.AddNodeToFlow(NormalNodes[24], ConnectorNodes[9]); m_CachedFlow.AddNodeToFlow(NormalNodes[23], NormalNodes[24]); m_CachedFlow.AddNodeToFlow(NormalNodes[22], NormalNodes[23]); m_CachedFlow.AddNodeToFlow(NormalNodes[21], NormalNodes[22]); m_CachedFlow.AddNodeToFlow(NormalNodes[20], NormalNodes[21]); m_CachedFlow.AddNodeToFlow(NormalNodes[19], NormalNodes[20]); m_CachedFlow.AddNodeToFlow(NormalNodes[18], NormalNodes[19]); m_CachedFlow.AddNodeToFlow(NormalNodes[17], NormalNodes[18]); m_CachedFlow.AddNodeToFlow(NormalNodes[16], NormalNodes[17]); m_CachedFlow.AddNodeToFlow(NormalNodes[15], NormalNodes[16]); m_CachedFlow.AddNodeToFlow(NormalNodes[14], NormalNodes[15]); m_CachedFlow.AddNodeToFlow(NormalNodes[13], NormalNodes[14]); m_CachedFlow.AddNodeToFlow(NormalNodes[12], NormalNodes[13]); m_CachedFlow.AddNodeToFlow(NormalNodes[11], NormalNodes[12]); m_CachedFlow.AddNodeToFlow(NormalNodes[10], NormalNodes[11]); m_CachedFlow.AddNodeToFlow(NormalNodes[9], NormalNodes[10]); m_CachedFlow.AddNodeToFlow(NormalNodes[8], NormalNodes[9]); m_CachedFlow.AddNodeToFlow(NormalNodes[7], NormalNodes[8]); m_CachedFlow.AddNodeToFlow(NormalNodes[6], NormalNodes[7]); m_CachedFlow.AddNodeToFlow(NormalNodes[5], NormalNodes[6]); m_CachedFlow.AddNodeToFlow(NormalNodes[4], NormalNodes[5]); m_CachedFlow.AddNodeToFlow(NormalNodes[3], NormalNodes[4]); m_CachedFlow.AddNodeToFlow(NormalNodes[2], NormalNodes[3]); m_CachedFlow.AddNodeToFlow(NormalNodes[1], NormalNodes[2]); m_CachedFlow.AddNodeToFlow(NormalNodes[0], NormalNodes[1]); // Chest 4 m_CachedFlow.AddNodeToFlow(ChestNodes[3], NormalNodes[0]); // Boss m_CachedFlow.AddNodeToFlow(BossFoyerNode, ChestNodes[3]); m_CachedFlow.AddNodeToFlow(BossNode, BossFoyerNode); m_CachedFlow.AddNodeToFlow(BossExitNode, BossNode); m_CachedFlow.AddNodeToFlow(BossEndTimesNode, BossExitNode); // m_CachedFlow.LoopConnectNodes(ComplexFlowNode_05, ComplexFlowNode_09); m_CachedFlow.FirstNode = EntranceNode; return(m_CachedFlow); }
public static DungeonFlow Fruit_Loops() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); List <DungeonFlowNode> m_cachedNodes_01 = new List <DungeonFlowNode>(); List <DungeonFlowNode> m_cachedNodes_02 = new List <DungeonFlowNode>(); List <DungeonFlowNode> m_cachedNodes_03 = new List <DungeonFlowNode>(); List <DungeonFlowNode> m_cachedNodes_04 = new List <DungeonFlowNode>(); DungeonFlowNode m_EntranceNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandRoomPrefabs.Giant_Elevator_Room); DungeonFlowNode m_HubNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB); DungeonFlowNode m_ShopNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.shop_room_table); DungeonFlowNode m_ShopNode_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.shop_room_table); DungeonFlowNode m_ChestRoom_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room, oneWayLoopTarget: true); DungeonFlowNode m_ChestRoom_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode m_ChestRoom_03 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.REWARD, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode m_ChestRoom_04 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.reward_room, oneWayLoopTarget: true); DungeonFlowNode m_ExitNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandPrefabs.tiny_exit); DungeonFlowNode m_BossFoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.boss_foyer); DungeonFlowNode m_BossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, overrideTable: ExpandPrefabs.MegaBossRoomTable); DungeonFlowNode m_FakeBossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandPrefabs.tutorial_minibossroom); DungeonFlowNode m_FakeBossFoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.boss_foyer); for (int i = 0; i < LoopRoomCount + 1; i++) { m_cachedNodes_01.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL)); m_cachedNodes_04.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL)); } for (int i = 0; i < SingleChainRoomCount + 1; i++) { m_cachedNodes_02.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL)); m_cachedNodes_03.Add(GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL)); } m_cachedNodes_01[0].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_01[LoopRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_02[0].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_02[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_03[0].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_03[SingleChainRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_04[0].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; m_cachedNodes_04[LoopRoomCount].roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR; bool bossShuffle = BraveUtility.RandomBool(); m_CachedFlow.name = "Fruit_Loops"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.CustomRoomTable2; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>() { BaseSubTypeRestrictions }; m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>() { BaseSharedInjectionData }; m_CachedFlow.Initialize(); // Hub area m_CachedFlow.AddNodeToFlow(m_HubNode, null); // Big Entrance with first loop. m_CachedFlow.AddNodeToFlow(m_EntranceNode, m_HubNode); m_CachedFlow.AddNodeToFlow(m_cachedNodes_01[0], m_HubNode); for (int i = 1; i < LoopRoomCount + 1; i++) { m_CachedFlow.AddNodeToFlow(m_cachedNodes_01[i], m_cachedNodes_01[i - 1]); } m_CachedFlow.AddNodeToFlow(m_ShopNode_01, m_cachedNodes_01[LoopRoomCount]); m_CachedFlow.AddNodeToFlow(m_ChestRoom_01, m_ShopNode_01); m_CachedFlow.LoopConnectNodes(m_HubNode, m_ChestRoom_01); // Maybe boss path. :P m_CachedFlow.AddNodeToFlow(m_cachedNodes_02[0], m_HubNode); for (int i = 1; i < SingleChainRoomCount + 1; i++) { m_CachedFlow.AddNodeToFlow(m_cachedNodes_02[i], m_cachedNodes_02[i - 1]); } m_CachedFlow.AddNodeToFlow(m_ChestRoom_02, m_cachedNodes_02[SingleChainRoomCount]); if (bossShuffle) { m_CachedFlow.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_02); m_CachedFlow.AddNodeToFlow(m_BossNode, m_BossFoyerNode); m_CachedFlow.AddNodeToFlow(m_ExitNode, m_BossNode); } else { m_CachedFlow.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_02); m_CachedFlow.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode); } // Maybe boss path. :P m_CachedFlow.AddNodeToFlow(m_cachedNodes_03[0], m_EntranceNode); for (int i = 1; i < SingleChainRoomCount + 1; i++) { m_CachedFlow.AddNodeToFlow(m_cachedNodes_03[i], m_cachedNodes_03[i - 1]); } m_CachedFlow.AddNodeToFlow(m_ChestRoom_03, m_cachedNodes_03[SingleChainRoomCount]); if (bossShuffle) { m_CachedFlow.AddNodeToFlow(m_FakeBossFoyerNode, m_ChestRoom_03); m_CachedFlow.AddNodeToFlow(m_FakeBossNode, m_FakeBossFoyerNode); } else { m_CachedFlow.AddNodeToFlow(m_BossFoyerNode, m_ChestRoom_03); m_CachedFlow.AddNodeToFlow(m_BossNode, m_BossFoyerNode); m_CachedFlow.AddNodeToFlow(m_ExitNode, m_BossNode); } // Second Loop m_CachedFlow.AddNodeToFlow(m_cachedNodes_04[0], m_EntranceNode); for (int i = 1; i < LoopRoomCount + 1; i++) { m_CachedFlow.AddNodeToFlow(m_cachedNodes_04[i], m_cachedNodes_04[i - 1]); } m_CachedFlow.AddNodeToFlow(m_ShopNode_02, m_cachedNodes_04[LoopRoomCount]); m_CachedFlow.AddNodeToFlow(m_ChestRoom_04, m_ShopNode_02); m_CachedFlow.LoopConnectNodes(m_ChestRoom_04, m_EntranceNode); m_CachedFlow.FirstNode = m_HubNode; return(m_CachedFlow); }
public static DungeonFlow F2b_Belly_Flow_01() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); if (!BellyInjectionData) { BellyInjectionData = ScriptableObject.CreateInstance <SharedInjectionData>(); BellyInjectionData.name = "Belly Common Injection Data"; BellyInjectionData.UseInvalidWeightAsNoInjection = true; BellyInjectionData.PreventInjectionOfFailedPrerequisites = false; BellyInjectionData.IsNPCCell = false; BellyInjectionData.IgnoreUnmetPrerequisiteEntries = false; BellyInjectionData.OnlyOne = false; BellyInjectionData.ChanceToSpawnOne = 0.5f; BellyInjectionData.AttachedInjectionData = new List <SharedInjectionData>(0); BellyInjectionData.InjectionData = new List <ProceduralFlowModifierData>(0); } DungeonFlowNode entranceNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.ENTRANCE, ExpandRoomPrefabs.Expand_Belly_Entrance); DungeonFlowNode exitNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.EXIT, ExpandRoomPrefabs.Expand_Belly_ExitHub); DungeonFlowNode exitNode2 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandRoomPrefabs.Expand_Belly_RealExit); DungeonFlowNode bossfoyerNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.SPECIAL, overrideTable: ExpandPrefabs.boss_foyertable); DungeonFlowNode bossNode = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.BOSS, ExpandRoomPrefabs.Expand_Belly_BossRoom); DungeonFlowNode BellyRewardNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode BellyRewardNode_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR, ExpandPrefabs.gungeon_rewardroom_1); DungeonFlowNode BellyRewardNode_03 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.Expand_Belly_Reward); DungeonFlowNode BellyShrineNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL, ExpandRoomPrefabs.Expand_Belly_Shrine); DungeonFlowNode BellyRoomConnectorNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.CONNECTOR); DungeonFlowNode BellyRoomConnectorNode_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.HUB); DungeonFlowNode BellyRoomNode_01 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_02 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_03 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_04 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_05 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_06 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_07 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_10 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_11 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_12 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_13 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_14 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_15 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_16 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); DungeonFlowNode BellyRoomNode_17 = GenerateDefaultNode(m_CachedFlow, PrototypeDungeonRoom.RoomCategory.NORMAL); m_CachedFlow.name = "F2b_Belly_Flow_01"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.BellyRoomTable; m_CachedFlow.phantomRoomTable = null; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>() { BaseSubTypeRestrictions }; m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>() { BaseSharedInjectionData /*, BellyInjectionData*/ }; m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(entranceNode, null); m_CachedFlow.AddNodeToFlow(BellyRoomNode_01, entranceNode); m_CachedFlow.AddNodeToFlow(BellyRoomNode_02, BellyRoomNode_01); m_CachedFlow.AddNodeToFlow(BellyRoomNode_03, BellyRoomNode_02); m_CachedFlow.AddNodeToFlow(BellyRoomConnectorNode_01, BellyRoomNode_03); m_CachedFlow.AddNodeToFlow(BellyRoomNode_04, BellyRoomConnectorNode_01); m_CachedFlow.AddNodeToFlow(BellyRoomNode_05, BellyRoomConnectorNode_01); m_CachedFlow.AddNodeToFlow(BellyRewardNode_01, BellyRoomNode_05); m_CachedFlow.AddNodeToFlow(BellyRoomNode_06, BellyRoomConnectorNode_01); m_CachedFlow.AddNodeToFlow(BellyRoomNode_07, BellyRoomNode_06); m_CachedFlow.AddNodeToFlow(BellyRoomNode_10, BellyRoomNode_07); m_CachedFlow.AddNodeToFlow(BellyRoomNode_11, BellyRoomNode_10); m_CachedFlow.AddNodeToFlow(BellyRoomConnectorNode_02, BellyRoomNode_11); m_CachedFlow.AddNodeToFlow(BellyRoomNode_12, BellyRoomConnectorNode_02); m_CachedFlow.AddNodeToFlow(BellyRoomNode_13, BellyRoomConnectorNode_02); m_CachedFlow.AddNodeToFlow(BellyRewardNode_02, BellyRoomNode_13); m_CachedFlow.AddNodeToFlow(BellyRoomNode_14, BellyRoomConnectorNode_02); m_CachedFlow.AddNodeToFlow(BellyRoomNode_15, BellyRoomConnectorNode_02); m_CachedFlow.AddNodeToFlow(BellyRoomNode_16, BellyRoomNode_15); m_CachedFlow.AddNodeToFlow(BellyRoomNode_17, BellyRoomNode_16); m_CachedFlow.AddNodeToFlow(bossfoyerNode, BellyRoomNode_17); m_CachedFlow.AddNodeToFlow(bossNode, bossfoyerNode); m_CachedFlow.AddNodeToFlow(exitNode, bossNode); m_CachedFlow.AddNodeToFlow(BellyRewardNode_03, exitNode); m_CachedFlow.AddNodeToFlow(BellyShrineNode_01, exitNode); m_CachedFlow.AddNodeToFlow(exitNode2, exitNode); m_CachedFlow.FirstNode = entranceNode; return(m_CachedFlow); }
public static DungeonFlow DEMO_STAGE_FLOW() { DungeonFlow m_CachedFlow = ScriptableObject.CreateInstance <DungeonFlow>(); DungeonFlowSubtypeRestriction DemoStageSubTypeRestrictions = new DungeonFlowSubtypeRestriction() { baseCategoryRestriction = PrototypeDungeonRoom.RoomCategory.NORMAL, normalSubcategoryRestriction = PrototypeDungeonRoom.RoomNormalSubCategory.TRAP, bossSubcategoryRestriction = PrototypeDungeonRoom.RoomBossSubCategory.FLOOR_BOSS, specialSubcategoryRestriction = PrototypeDungeonRoom.RoomSpecialSubCategory.UNSPECIFIED_SPECIAL, secretSubcategoryRestriction = PrototypeDungeonRoom.RoomSecretSubCategory.UNSPECIFIED_SECRET, maximumRoomsOfSubtype = 1 }; DungeonFlowNode DemoStageNode_00 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.elevator_entrance, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "d9be71d3-8d97-48af-8eda-54aa897862be", flow = m_CachedFlow, }; DungeonFlowNode DemoStageNode_01 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.boss_foyer, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "036aafaf-a754-4410-94c5-2c4e5139a5bf", flow = m_CachedFlow, }; DungeonFlowNode DemoStageNode_02 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.bossstatuesroom01, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "a0098d24-7733-4baf-82c0-11ce3e068261", flow = m_CachedFlow, }; DungeonFlowNode DemoStageNode_03 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.CONNECTOR, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.exit_room_basic, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "f06e0430-437a-481e-9b34-604d145cc77d", flow = m_CachedFlow, }; // Original Room Prefab "StageFight_001" no longer exists. Force it to pull random room from room table instead. DungeonFlowNode DemoStageNode_04 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = null, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "5160f844-ff79-4d19-b813-38496a344e8e", flow = m_CachedFlow, }; // Original Room Prefab "StageFight_002_Easy" no longer exists. Force it to pull random room from room table instead. DungeonFlowNode DemoStageNode_05 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = null, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "0c8ee6c4-31b4-4226-9ddb-90c7eca8f2d3", flow = m_CachedFlow, }; // Castle_Reward_Room_godrays_001 no longer exists. Substitute with gungeon_rewardroom_1 instead. DungeonFlowNode DemoStageNode_06 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.REWARD, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = ExpandPrefabs.gungeon_rewardroom_1, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "2de735f8-22aa-4ee0-9cc4-6841182c8715", flow = m_CachedFlow, }; DungeonFlowNode DemoStageNode_07 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.SPECIAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = null, overrideRoomTable = ExpandPrefabs.shop_room_table, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "8aef8326-0006-4504-8646-4fa7f6664e13", flow = m_CachedFlow, }; // Original Room Prefab "StageFight_003" no longer exists. Force it to pull random room from room table instead. DungeonFlowNode DemoStageNode_08 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = null, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "5460810c-546c-471a-8467-0c89cfce0dc9", flow = m_CachedFlow, }; // Original Room Prefab "StageFight_004" no longer exists. Force it to pull random room from room table instead. DungeonFlowNode DemoStageNode_09 = new DungeonFlowNode(m_CachedFlow) { isSubchainStandin = false, nodeType = DungeonFlowNode.ControlNodeType.ROOM, roomCategory = PrototypeDungeonRoom.RoomCategory.NORMAL, percentChance = 1f, priority = DungeonFlowNode.NodePriority.MANDATORY, overrideExactRoom = null, overrideRoomTable = null, capSubchain = false, subchainIdentifier = string.Empty, limitedCopiesOfSubchain = false, maxCopiesOfSubchain = 1, subchainIdentifiers = new List <string>(0), receivesCaps = false, isWarpWingEntrance = false, handlesOwnWarping = false, forcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, loopForcedDoorType = DungeonFlowNode.ForcedDoorType.NONE, nodeExpands = false, initialChainPrototype = "n", chainRules = new List <ChainRule>(0), minChainLength = 3, maxChainLength = 8, minChildrenToBuild = 1, maxChildrenToBuild = 1, canBuildDuplicateChildren = false, parentNodeGuid = string.Empty, childNodeGuids = new List <string>(0), loopTargetNodeGuid = string.Empty, loopTargetIsOneWay = false, guidAsString = "10f1e930-a72b-4f12-a313-378622ba01a8", flow = m_CachedFlow, }; m_CachedFlow.name = "DEMO_STAGE_FLOW"; m_CachedFlow.fallbackRoomTable = ExpandPrefabs.CatacombsRoomTable; m_CachedFlow.subtypeRestrictions = new List <DungeonFlowSubtypeRestriction>() { DemoStageSubTypeRestrictions }; m_CachedFlow.flowInjectionData = new List <ProceduralFlowModifierData>(0); m_CachedFlow.sharedInjectionData = new List <SharedInjectionData>(0); m_CachedFlow.Initialize(); m_CachedFlow.AddNodeToFlow(DemoStageNode_00, null); m_CachedFlow.AddNodeToFlow(DemoStageNode_01, DemoStageNode_08); m_CachedFlow.AddNodeToFlow(DemoStageNode_02, DemoStageNode_01); m_CachedFlow.AddNodeToFlow(DemoStageNode_03, DemoStageNode_02); m_CachedFlow.AddNodeToFlow(DemoStageNode_04, DemoStageNode_06); m_CachedFlow.AddNodeToFlow(DemoStageNode_05, DemoStageNode_04); m_CachedFlow.AddNodeToFlow(DemoStageNode_06, DemoStageNode_00); m_CachedFlow.AddNodeToFlow(DemoStageNode_07, DemoStageNode_06); m_CachedFlow.AddNodeToFlow(DemoStageNode_08, DemoStageNode_05); m_CachedFlow.AddNodeToFlow(DemoStageNode_09, DemoStageNode_07); m_CachedFlow.LoopConnectNodes(DemoStageNode_09, DemoStageNode_08); m_CachedFlow.FirstNode = DemoStageNode_00; return(m_CachedFlow); }