The render config for this Level. NOTE: It would be a good idea to call the DungeonRenderer.Render right away if the LevelRenderConfig of the current Level (or its properties) changes.
ReadOnly Gets the lowest coordinate of a Room in this Level. This coordinate doesn’t need to have a Room assigned to it. ie: if a Level has two Rooms at coordinates: (0,1,0) and (1,0,0) the lowest coordinate is (0,0,0).
ReadOnly Gets the highest coordinate of a Room in this Level. This coordinate doesn’t need to have a Room assigned to it. ie: if a level has two Rooms at coordinates: (0,1,0) and (1,0,0) the highest coordinate is (1,1,0).
ReadOnly The highest world position within this Level.
LowestFloorNumber
int
ReadOnly The lowest floor number, or -1 if level is not generated yet
HighestFloorNumber
int
ReadOnly The highest floor number, or -1 if level is not generated yet
LevelWidth
float
ReadOnly The width of the Level with its margin in real Unity units, or -1 if level is not generated yet (there is no level margin in Dungeon Master Lite)
LevelWidthNoMargin
float
FULL version onlyReadOnly The width of the Level without its margin in real Unity units, or -1 if level is not generated yet
LevelHeight
float
ReadOnly The height of the Level with its margin in real Unity units, or -1 if level is not generated yet (there is no level margin in Dungeon Master Lite)
LevelHeightNoMargin
float
FULL version onlyReadOnly The height of the Level without its margin, or -1 if level is not generated yet
LevelDepth
float
ReadOnly The depth of the Level with its margin in real Unity units, or -1 if level is not generated yet (there is no level margin in Dungeon Master Lite)
LevelDepthNoMargin
float
FULL version onlyReadOnly The depth of the Level without its margin, or -1 if level is not generated yet
IsDiscovered
bool
ReadOnly Gets a value indicating whether this Level was discovered. As soon as one Room in this Level is discovered or visited, the Level is discovered.
True if worldPosition is located within a Level Room; otherwise, false.
Description
Verifies if a world position is located within the bounding box of a Level Room. It will not verify the depth of walls and such, only the bounding box.
GetRoomByPosition
public Room GetRoomByPosition(Vector3 worldPosition);