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);
        }
Пример #2
0
        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);
        }
Пример #3
0
        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);
        }
Пример #5
0
        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);
        }