Class Cells
- Namespace
- GrindFest.Editor.DungeonBuilding.Fluent
- Assembly
- GrindFest.dll
Composable cell selectors. Each selector resolves to a concrete set of cells (Vector2Int) given a room's shape, OR maps to a PGG SR_CellPosition rule when no explicit shape is known (procgen-time placement).
Static API mirrors design intent:
Cells.Center
Cells.Corners
Cells.WallEdges
Cells.WallEdges.North
Cells.Row(z: 1)
Cells.Row(z: 1).Between(x: 1, 5)
Cells.Column(x: 2)
Cells.Cross // horizontal + vertical center axes
Cells.All
Cells.At(2, 3)
Cells.AtMany((1,2), (3,2), (2,1), (2,3))
Cells.Where((x, z) => x == z)
public static class Cells
- Inheritance
-
objectCells
Properties
- All
All cells in the room.
- Center
Single cell at the room's center.
- Corners
Four corner cells of the room's bounding box.
- Cross
Center horizontal + vertical axes (cruciform centerlines).
- WallEdges
Cells adjacent to walls (perimeter). Composable:
.North,.South, etc.
Methods
- At(int, int)
A single cell at exact (x, z).
- AtMany(params (int x, int z)[])
Many exact cells.
- Column(int)
All cells with a given x (a vertical column).
- Row(int)
All cells with a given z (a horizontal row).
- Where(Func<int, int, bool>)
Cells matching a predicate.