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