Type |
Name |
Default |
Description |
int |
MaximumTables |
3 |
Number of tables to generate |
List<GameDataObject> |
RequiredAppliances |
new List<GameDataObject> |
Appliances to provide for a new restaurant. (Excluding tables) |
GameDataObject |
Table |
null |
Appliance for tables. |
GameDataObject |
Counter |
null |
Appliance for counters. |
Appliance |
ExternalBin |
null |
Appliance for outside garbage. |
Appliance |
WallPiece |
null |
Appliance for external walls. |
Appliance |
InternalWallPiece |
null |
Appliance for internal walls. |
Appliance |
StreetPiece |
null |
Appliance for the floor. |
Type |
Name |
Default |
Description |
List<NodeConnection> |
NodeConnections |
new List<NodeConnection> |
This list is used to connect each node for layout generation. |
Type |
Name |
Default |
Description |
LayoutGraph |
Graph |
null |
Please use NodeConnections. |
string |
Name |
null |
Please use InfoList. |
string |
Description |
null |
Please use InfoList. |
NodeConnection
is used to link two nodes.
public override List<NodeConnection> NodeConnections => new List<NodeConnection>
{
new NodeConnection(node0, node1),
new NodeConnection(node1, node2),
new NodeConnection(node2, ...),
};
private Node node0 = new RoomGrid()
{
Width = 3,
Height = 2,
Type = RoomType.NoRoom,
SetType = false
};
private Node node1 = new MergeRoomsByType();
private Node node2 = new SwapRoomType()
{
X = 0,
Y = 0,
Type = RoomType.Kitchen
};
Head over here to further learn about nodes, and the layout generator