Table of Contents

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
object
Cells

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.