Rooms

= Rooms = Rooms are how the game defines the pressurisation system. Each room is built out of RoomContainers, which can hold 1 or more cuboid RoomSubVolumes. These can then be joined to other spaces with RoomOpeningDefinitions.

Creating a room
WIP. For now, refer to the Ship Construction Process by BBI, which will cover the basics. When creating a room, we can either reuse existing definitions from the game, or create a new definition from scratch.

Reusing BBI Room Definitions
If a room designed by BBI is suitable, it can be reused by making use of the AddressableSO component.
 * 1) On the GameObject with a RoomContainer, add an AddressableSOLoader component.
 * 2) Into the "comp" field, add one item to the array and enter "BBI.Unity.Game.RoomContainerDefinition"
 * 3) Into the "field" field, add one item to the array and enter "m_DynamicRoomContainerAsset"
 * 4) Into the "refs" field, add one item to the array and enter the GUID of your room - for example, the Reactor room is "57308ca44db6e7444939c1c682b40add"

Creating a room definition
To get full control over your room configuration, you can create your own room from scratch by following the tutorial. This allows for full control over the labels, pressurisation settings and more.