BlockedRoomId
Get the blocked room's ID; use for feedback or custom block handling.
BlockReason
Get why the last move was blocked; use to display player feedback text.
ClearedDepth
Get the last fully-cleared depth tier; use in OnAllRoomsAtDepthCleared events.
CountConnectionsTo
Get how many rooms have a connection leading into a room; use for 'convergence point' logic or map display.
CountLockedRooms
Get how many rooms are currently locked; use for key/puzzle tracking or a lock counter HUD.
CountRevealedRooms
Get how many rooms are revealed; use for map or exploration completion UI.
CountRoomTags
Get the total number of tags on a room (type tags + runtime tags); use with GetRoomTagByIndex to iterate.
CountUnvisitedRooms
Get how many rooms the player has not yet visited; use for 'rooms remaining' UI or completion tracking.
CountUnvisitedRoomsAtDepth
Get how many rooms at a depth have not been visited; use for per-floor 'rooms left' counters without manual subtraction.
CountVisitedRooms
Get how many rooms were visited; use for exploration stats or progress bars.
CountVisitedRoomsAtDepth
Get how many rooms at a depth tier the player has visited; use for per-depth clear progress bars.
CurrentDepth
Get the active room's depth tier; use for progression checks and difficulty scaling.
CurrentRoomBiome
Get the active room's biome; use for dynamic theming or loot table decisions.
CurrentRoomId
Get the active room's ID; use for queries, data reads, or UI binding.
CurrentRoomType
Get the active room's type; use for on-enter event branching (shop, boss, etc.).
EnteredRoomBiome
Get the last entered room's biome; use inside OnRoomEntered for theming.
EnteredRoomDepth
Get the last entered room's depth; use inside OnRoomEntered for progression logic.
EnteredRoomId
Get the last entered room's ID; use inside OnRoomEntered for data reads or UI.
EnteredRoomType
Get the last entered room's type; use inside OnRoomEntered for event branching.
ExitedRoomBiome
Get the biome of the room that was just left; use inside On Room Exited to handle biome-transition effects.
ExitedRoomDepth
Get the depth of the room that was just left; use inside On Room Exited to check if the player is descending.
ExitedRoomId
Get the ID of the room that was just left; use inside On Room Exited to know the departure room.
ExitedRoomType
Get the type of the room that was just left; use inside On Room Exited to trigger type-specific departure logic.
GetConnectionToByIndex
Get a room ID that connects into a room by index; pair with CountConnectionsTo to list all incoming routes.
GetRoomTagByIndex
Get a tag on a room by index (type tags first, then runtime tags); pair with CountRoomTags to iterate all tags.
PreviousRoomId
Get the room ID the player was in before the current one; use for back-button UI or narrative transitions.
StartRoomId
Get the ID of the room set as the start via Set Start Room; use to highlight spawn on a map.