VGRoid support (#27659)

* Dungeon spawn support for grid spawns

* Recursive dungeons working

* Mask approach working

* zack

* More work

* Fix recursive dungeons

* Heap of work

* weh

* the cud

* rar

* Job

* weh

* weh

* weh

* Master merges

* orch

* weh

* vgroid most of the work

* Tweaks

* Tweaks

* weh

* do do do do do do

* Basic layout

* Ore spawning working

* Big breaking changes

* Mob gen working

* weh

* Finalising

* emo

* More finalising

* reverty

* Reduce distance
This commit is contained in:
metalgearsloth
2024-07-03 22:23:11 +10:00
committed by GitHub
parent 1faa1b5df6
commit a2f99cc69e
103 changed files with 4928 additions and 2627 deletions

View File

@@ -51,6 +51,8 @@ public sealed partial class DungeonSystem
dungeonUid = EntityManager.CreateEntityUninitialized(null, new EntityCoordinates(dungeonUid, position));
dungeonGrid = EntityManager.AddComponent<MapGridComponent>(dungeonUid);
EntityManager.InitializeAndStartEntity(dungeonUid, mapId);
// If we created a grid (e.g. space dungen) then offset it so we don't double-apply positions
position = Vector2i.Zero;
}
int seed;