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| EntitySpawner () |
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override string | ToString () |
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void | AddItemToSpawnQueue (ItemPrefab itemPrefab, Vector2 worldPosition, float? condition=null, int? quality=null, Action< Item > onSpawned=null) |
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void | AddItemToSpawnQueue (ItemPrefab itemPrefab, Vector2 position, Submarine sub, float? condition=null, int? quality=null, Action< Item > onSpawned=null) |
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void | AddItemToSpawnQueue (ItemPrefab itemPrefab, Inventory inventory, float? condition=null, int? quality=null, Action< Item > onSpawned=null, bool spawnIfInventoryFull=true, bool ignoreLimbSlots=false, InvSlotType slot=InvSlotType.None) |
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void | AddCharacterToSpawnQueue (Identifier speciesName, Vector2 worldPosition, Action< Character > onSpawn=null) |
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void | AddCharacterToSpawnQueue (Identifier speciesName, Vector2 position, Submarine sub, Action< Character > onSpawn=null) |
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void | AddCharacterToSpawnQueue (Identifier speciesName, Vector2 worldPosition, CharacterInfo characterInfo, Action< Character > onSpawn=null) |
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void | AddEntityToRemoveQueue (Entity entity) |
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void | AddItemToRemoveQueue (Item item) |
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bool | IsInSpawnQueue (Predicate< IEntitySpawnInfo > predicate) |
| Are there any entities in the spawn queue that match the given predicate.
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int | CountSpawnQueue (Predicate< IEntitySpawnInfo > predicate) |
| How many entities in the spawn queue match the given predicate.
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bool | IsInRemoveQueue (Entity entity) |
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void | Update (bool createNetworkEvents=true) |
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void | Reset () |
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| Entity (Submarine submarine, ushort id) |
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void | FreeID () |
| Removes the entity from the entity dictionary and frees up the ID it was using.
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virtual void | Remove () |
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◆ EntitySpawner()
Barotrauma.EntitySpawner.EntitySpawner |
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◆ AddCharacterToSpawnQueue() [1/3]
void Barotrauma.EntitySpawner.AddCharacterToSpawnQueue |
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Identifier | speciesName, |
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Vector2 | position, |
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Submarine | sub, |
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Action< Character > | onSpawn = null ) |
◆ AddCharacterToSpawnQueue() [2/3]
void Barotrauma.EntitySpawner.AddCharacterToSpawnQueue |
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Identifier | speciesName, |
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Vector2 | worldPosition, |
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Action< Character > | onSpawn = null ) |
◆ AddCharacterToSpawnQueue() [3/3]
void Barotrauma.EntitySpawner.AddCharacterToSpawnQueue |
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Identifier | speciesName, |
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Vector2 | worldPosition, |
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CharacterInfo | characterInfo, |
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Action< Character > | onSpawn = null ) |
◆ AddEntityToRemoveQueue()
void Barotrauma.EntitySpawner.AddEntityToRemoveQueue |
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Entity | entity | ) |
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◆ AddItemToRemoveQueue()
void Barotrauma.EntitySpawner.AddItemToRemoveQueue |
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Item | item | ) |
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◆ AddItemToSpawnQueue() [1/3]
void Barotrauma.EntitySpawner.AddItemToSpawnQueue |
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ItemPrefab | itemPrefab, |
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Inventory | inventory, |
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float? | condition = null, |
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int? | quality = null, |
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Action< Item > | onSpawned = null, |
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bool | spawnIfInventoryFull = true, |
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bool | ignoreLimbSlots = false, |
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InvSlotType | slot = InvSlotType::None ) |
◆ AddItemToSpawnQueue() [2/3]
void Barotrauma.EntitySpawner.AddItemToSpawnQueue |
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ItemPrefab | itemPrefab, |
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Vector2 | position, |
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Submarine | sub, |
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float? | condition = null, |
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int? | quality = null, |
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Action< Item > | onSpawned = null ) |
◆ AddItemToSpawnQueue() [3/3]
void Barotrauma.EntitySpawner.AddItemToSpawnQueue |
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ItemPrefab | itemPrefab, |
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Vector2 | worldPosition, |
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float? | condition = null, |
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int? | quality = null, |
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Action< Item > | onSpawned = null ) |
◆ CountSpawnQueue()
int Barotrauma.EntitySpawner.CountSpawnQueue |
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Predicate< IEntitySpawnInfo > | predicate | ) |
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How many entities in the spawn queue match the given predicate.
◆ IsInRemoveQueue()
bool Barotrauma.EntitySpawner.IsInRemoveQueue |
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Entity | entity | ) |
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◆ IsInSpawnQueue()
bool Barotrauma.EntitySpawner.IsInSpawnQueue |
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Predicate< IEntitySpawnInfo > | predicate | ) |
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Are there any entities in the spawn queue that match the given predicate.
◆ Reset()
void Barotrauma.EntitySpawner.Reset |
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◆ ToString()
override string Barotrauma.EntitySpawner.ToString |
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◆ Update()
void Barotrauma.EntitySpawner.Update |
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bool | createNetworkEvents = true | ) |
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The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Networking/EntitySpawner.cs