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| readonly ContentXElement | ConfigElement |
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| readonly Type | EventType |
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| readonly float | Probability |
| | The probability for the event to do something if it gets selected. For example, the probability for a MonsterEvent to spawn the monster(s).
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| readonly bool | TriggerEventCooldown |
| | When this event occurs, should it trigger the event cooldown during which no new events are triggered?
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| readonly float | Commonness |
| | The commonness of the event (i.e. how likely it is for this specific event to be chosen from the event set it's configured in). Only valid if the event set is configured to choose a random event (as opposed to just executing all the events in the set).
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| readonly Identifier | BiomeIdentifier |
| | If set, the event set can only be chosen in this biome.
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| readonly Identifier | RequiredLayer |
| | If set, this layer must be present somewhere in the level.
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| readonly Identifier | Faction |
| | If set, the event set can only be chosen in locations that belong to this faction.
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| readonly LocalizedString | Name |
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| readonly bool | UnlockPathEvent |
| | If set, this event is used as an event that can unlock a path to the next biome.
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| readonly string | UnlockPathTooltip |
| | Only valid if UnlockPathEvent is set to true. The tooltip displayed on the pathway this event is blocking.
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| readonly int | UnlockPathReputation |
| | Only valid if UnlockPathEvent is set to true. The reputation requirement displayed on the pathway this event is blocking.
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| readonly Identifier | Identifier |
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| readonly ContentFile | ContentFile |
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◆ EventPrefab()
◆ Create()
◆ CreateInstance()
| Event Barotrauma.EventPrefab.CreateInstance |
( |
int | seed | ) |
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◆ Dispose()
| override void Barotrauma.EventPrefab.Dispose |
( |
| ) |
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◆ GetUnlockPathEvent()
◆ ToString()
| override string Barotrauma.EventPrefab.ToString |
( |
| ) |
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◆ TryCreateInstance< T >()
| bool Barotrauma.EventPrefab.TryCreateInstance< T > |
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int | seed, |
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out T | instance ) |
◆ BiomeIdentifier
| readonly Identifier Barotrauma.EventPrefab.BiomeIdentifier |
If set, the event set can only be chosen in this biome.
◆ Commonness
| readonly float Barotrauma.EventPrefab.Commonness |
The commonness of the event (i.e. how likely it is for this specific event to be chosen from the event set it's configured in). Only valid if the event set is configured to choose a random event (as opposed to just executing all the events in the set).
◆ ConfigElement
◆ EventType
| readonly Type Barotrauma.EventPrefab.EventType |
◆ Faction
| readonly Identifier Barotrauma.EventPrefab.Faction |
If set, the event set can only be chosen in locations that belong to this faction.
◆ Name
◆ Prefabs
◆ Probability
| readonly float Barotrauma.EventPrefab.Probability |
The probability for the event to do something if it gets selected. For example, the probability for a MonsterEvent to spawn the monster(s).
◆ RequiredLayer
| readonly Identifier Barotrauma.EventPrefab.RequiredLayer |
If set, this layer must be present somewhere in the level.
◆ TriggerEventCooldown
| readonly bool Barotrauma.EventPrefab.TriggerEventCooldown |
When this event occurs, should it trigger the event cooldown during which no new events are triggered?
◆ UnlockPathEvent
| readonly bool Barotrauma.EventPrefab.UnlockPathEvent |
If set, this event is used as an event that can unlock a path to the next biome.
◆ UnlockPathReputation
| readonly int Barotrauma.EventPrefab.UnlockPathReputation |
Only valid if UnlockPathEvent is set to true. The reputation requirement displayed on the pathway this event is blocking.
◆ UnlockPathTooltip
| readonly string Barotrauma.EventPrefab.UnlockPathTooltip |
Only valid if UnlockPathEvent is set to true. The tooltip displayed on the pathway this event is blocking.
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Events/EventPrefab.cs