// Token: 0x06000054 RID: 84 RVA: 0x000056A8 File Offset: 0x000038A8 public static DungeonFlow CreateRoomTypeSampleFlow(Dungeon dungeon) { DungeonFlow dungeonFlow = SampleFlow.CreateNewFlow(dungeon); dungeonFlow.name = "type_sample_flow"; DungeonFlowNode dungeonFlowNode = SampleFlow.NodeFromAssetName(dungeonFlow, "elevator entrance"); dungeonFlow.FirstNode = dungeonFlowNode; dungeonFlow.AddNodeToFlow(dungeonFlowNode, null); DungeonFlowNode parent = dungeonFlow.FirstNode; DungeonMaterial[] roomMaterialDefinitions = dungeon.roomMaterialDefinitions; Tools.Print <int?>((roomMaterialDefinitions != null) ? new int?(roomMaterialDefinitions.Length) : null, "FFFFFF", false); for (int i = 0; i < dungeon.roomMaterialDefinitions.Length; i++) { bool flag = dungeon.name == OfficialFlows.dungeonPrefabNames[3] && i == 5; if (!flag) { PrototypeDungeonRoom prototypeDungeonRoom = RoomFactory.CreateEmptyRoom(14, 14); prototypeDungeonRoom.overrideRoomVisualType = i; DungeonFlowNode dungeonFlowNode2 = new DungeonFlowNode(dungeonFlow) { overrideExactRoom = prototypeDungeonRoom }; dungeonFlow.AddNodeToFlow(dungeonFlowNode2, parent); parent = dungeonFlowNode2; } } dungeonFlow.AddNodeToFlow(SampleFlow.NodeFromAssetName(dungeonFlow, "exit_room_basic"), parent); dungeon = null; return(dungeonFlow); }
// Token: 0x06000055 RID: 85 RVA: 0x000057A8 File Offset: 0x000039A8 public static DungeonFlow CreateEntranceExitFlow(Dungeon dungeon) { DungeonFlow dungeonFlow = SampleFlow.CreateNewFlow(dungeon); dungeonFlow.name = "entrance_exit_flow"; DungeonFlowNode dungeonFlowNode = SampleFlow.NodeFromAssetName(dungeonFlow, "elevator entrance"); dungeonFlow.FirstNode = dungeonFlowNode; dungeonFlow.AddNodeToFlow(dungeonFlowNode, null); dungeonFlow.AddNodeToFlow(SampleFlow.NodeFromAssetName(dungeonFlow, "exit_room_basic"), dungeonFlowNode); dungeon = null; return(dungeonFlow); }
// Token: 0x06000056 RID: 86 RVA: 0x00005804 File Offset: 0x00003A04 public static DungeonFlow CreateMazeFlow(Dungeon dungeon) { DungeonFlow dungeonFlow = SampleFlow.CreateNewFlow(dungeon); dungeonFlow.name = "maze_flow"; DungeonFlowNode dungeonFlowNode = SampleFlow.NodeFromAssetName(dungeonFlow, "elevator entrance"); dungeonFlow.FirstNode = dungeonFlowNode; dungeonFlow.AddNodeToFlow(dungeonFlowNode, null); DungeonFlowNode dungeonFlowNode2 = new DungeonFlowNode(dungeonFlow) { overrideExactRoom = RoomFactory.BuildFromResource("resource/rooms/maze.room").room }; dungeonFlow.AddNodeToFlow(dungeonFlowNode2, dungeonFlowNode); dungeonFlow.AddNodeToFlow(SampleFlow.NodeFromAssetName(dungeonFlow, "exit_room_basic"), dungeonFlowNode2); dungeon = null; return(dungeonFlow); }