Right click on the content browser and choose : Create -> DungeonPainter -> DungeonDatas and Brushes.
Select the Dungeon Prefab which is inside DungeonPainter/DungeonDatas/. It's just a simple prefab with just a Dungeon component attached to a GameObject.
Drag it into the scene to create a new instance of the Dungeon and set its Datas and CellPrefab fields.
For Datas, choose the DungeonDatas you've created in the previous step.
For CellPrefab, you can choose the DungeonCell Prefab inside DungeonPainter/DungeonDatas/.
Then, click on the "Open dungeon editor" button on the Dungeon instance. It will open the dungeon editor window.
Set the Brushes Datas fields (You have already set the Dungeon Datas in the previous step but you can also access to this filed here) : Select the Brushes you've created in the first step.
Now the references to all the datas used by the tool are setup.
Multiple Dungeons instances can reference the same datas. For example you can use the same set of brushes for multiples Dungeons.
Let's add a new Brush to the Brushes datas :
In the Brushes section, select the "Add" button to add a new brush.
Fill the fields of the new brush : Set a name for your brush, a color, choose if you want to automatically place walls and doors when you paint the cells.
The UseDoubleDoors lets you place two door meshes at doors location.
Brush Group : The cells which belongs to the same groups won't generate walls between each other. It's very convenient if you want to use multiple brush for a single room. For example here I've created a "Room_01" group and my brush is named "Room_01_01". If I create a brush "Room_01_02" inside the same groupe, then I can paint my room with these two brushes and no walls will be generated at intersection of the cells.
Now, select a layout. The layout lets you choose want are the components of your Dungeon.
The system is built so that it is relativly easy for you to create your own layout class. You just have to inherit from the DungeonCellBuildingLayout class.
Select the SimpleDungeonCellBuildingLayout and fill its fields with the prefabs you want for walls, doors,...
You can now paint your Dungeon !
Make sur the Paint Buidling mode is selected and start painting some cells (hold left click).
You can see that wall, doors, corner,... are automatically placed.
In paint mode :
Let's add some details !
Select the "Paint details" mode.
The principle is exacly the same as with the "Paint building" mode : You add and setup your brushes and you paint the details.
The layout class must inherit from DungeonCellDetailLayout. You can make a custom layout class for details if you want for complexe behaviors.
Now that you have paint some cells, select the "Select" mode.
If you click on a single cell you can modify the walls and corner of this cell.
You can also select multiple cells and copy/past them (Ctrl-C, Ctrl-V). You can also drag selected cells around by holding Ctrl and drag the selected cells.
The top left panel give you some usefull options : You can choose the current floor, zoom the view, center the view the the origin.
The advanced panel lets you easily copy or move cells from one floor to another. Carefull : The destination floor must be empty.
You can also clear all the cells inside the current floor or all the cells of the dungeon.
When you have finished editing the Dungeon, click on the "Save" button. This will save your datas and update the instance of the dungeon inside the current scene.
The "Refresh" button recompute the cell components (walls, doors, corners,...)