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 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 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 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); }