Hello again ;-)
In order to display the stairs (going up) in a topdown dungeon I need to make sure the "north" wall of the startroom where the stairs will be placed (this is solved) (1) has no doors AND (2) behind the same wall there is at a minimum of 2 cells no markers at all (or else the character could walk behind the stairs mesh and the character is hidden - which I must prevent, too).
I create a marker emitter that emits a "Entrance" marker at the middle of the north wall - no problem here.
I'm not talking about hiding a wall or other smaller obstacles which is a problem I have solved by hiding parts of the obstacle. But the stairs are much too big and complex to be hidden that way without visual glitches ...
I first thought about using an MarkerReplaceVolume and make the door markers into wall markers and delete the markers behind the north. This looks ok at first, but the startroom and other parts of the dungeon could be cut off from the rest of the dungeon.
The solution to this might be that I can test if there are no doors in the north wall AND no markers are behind this wall - if this is not true just rebuild the dungeon (checking after the layout phase would be enough and fast enough to do this).
I can't find a way to do this properly in the dungeoneventlistener OnLayoutBuilt event. For example GetCellType for even the StartRoom center give an unknow cell type result.
Here are two images that may help to understand this problem:


Is there a solution to this problem or maybe I'm thinking to complicated and I can prevent the problems in the first place without a rebuild "hack".
Any hints?
I tried to find a working solution for the last days ... ^^
In order to display the stairs (going up) in a topdown dungeon I need to make sure the "north" wall of the startroom where the stairs will be placed (this is solved) (1) has no doors AND (2) behind the same wall there is at a minimum of 2 cells no markers at all (or else the character could walk behind the stairs mesh and the character is hidden - which I must prevent, too).
I create a marker emitter that emits a "Entrance" marker at the middle of the north wall - no problem here.
I'm not talking about hiding a wall or other smaller obstacles which is a problem I have solved by hiding parts of the obstacle. But the stairs are much too big and complex to be hidden that way without visual glitches ...
I first thought about using an MarkerReplaceVolume and make the door markers into wall markers and delete the markers behind the north. This looks ok at first, but the startroom and other parts of the dungeon could be cut off from the rest of the dungeon.
The solution to this might be that I can test if there are no doors in the north wall AND no markers are behind this wall - if this is not true just rebuild the dungeon (checking after the layout phase would be enough and fast enough to do this).
I can't find a way to do this properly in the dungeoneventlistener OnLayoutBuilt event. For example GetCellType for even the StartRoom center give an unknow cell type result.
Here are two images that may help to understand this problem:
Is there a solution to this problem or maybe I'm thinking to complicated and I can prevent the problems in the first place without a rebuild "hack".
Any hints?
I tried to find a working solution for the last days ... ^^
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