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bool | IsAllowedDifficulty (float minDifficulty, float maxDifficulty) |
| Inclusive (matching the min an max values is accepted).
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| LevelData (string seed, float difficulty, float sizeFactor, LevelGenerationParams generationParams, Biome biome) |
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| LevelData (XElement element, float? forceDifficulty=null, bool clampDifficultyToBiome=false) |
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| LevelData (LocationConnection locationConnection) |
| Instantiates level data using the properties of the connection (seed, size, difficulty)
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| LevelData (Location location, Map map, float difficulty) |
| Instantiates level data using the properties of the location.
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void | ReassignGenerationParams (string seed) |
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void | Save (XElement parentElement) |
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◆ LevelType
Enumerator |
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LocationConnection | |
Outpost | |
◆ LevelData() [1/4]
Barotrauma.LevelData.LevelData |
( |
string | seed, |
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float | difficulty, |
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float | sizeFactor, |
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LevelGenerationParams | generationParams, |
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Biome | biome ) |
◆ LevelData() [2/4]
Barotrauma.LevelData.LevelData |
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XElement | element, |
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float? | forceDifficulty = null, |
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bool | clampDifficultyToBiome = false ) |
◆ LevelData() [3/4]
Instantiates level data using the properties of the connection (seed, size, difficulty)
◆ LevelData() [4/4]
Barotrauma.LevelData.LevelData |
( |
Location | location, |
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Map | map, |
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float | difficulty ) |
Instantiates level data using the properties of the location.
◆ CreateRandom()
static LevelData Barotrauma.LevelData.CreateRandom |
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string | seed = "", |
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float? | difficulty = null, |
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LevelGenerationParams | generationParams = null, |
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bool | requireOutpost = false ) |
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static |
◆ GetSuitableOutpostGenerationParams()
◆ IsAllowedDifficulty()
bool Barotrauma.LevelData.IsAllowedDifficulty |
( |
float | minDifficulty, |
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float | maxDifficulty ) |
Inclusive (matching the min an max values is accepted).
◆ ReassignGenerationParams()
void Barotrauma.LevelData.ReassignGenerationParams |
( |
string | seed | ) |
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◆ Save()
void Barotrauma.LevelData.Save |
( |
XElement | parentElement | ) |
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◆ AllowInvalidOutpost
bool Barotrauma.LevelData.AllowInvalidOutpost |
◆ Biome
readonly Biome Barotrauma.LevelData.Biome |
◆ Difficulty
readonly float Barotrauma.LevelData.Difficulty |
◆ EventHistory
readonly List<Identifier> Barotrauma.LevelData.EventHistory = new List<Identifier>() |
Events that have previously triggered in this level. Used for making events the player hasn't seen yet more likely to trigger when re-entering the level. Has a maximum size of EventManager.MaxEventHistory.
◆ FinishedEvents
readonly Dictionary<EventSet, int> Barotrauma.LevelData.FinishedEvents = new Dictionary<EventSet, int>() |
◆ ForceBeaconStation
◆ ForceOutpostGenerationParams
◆ ForceWreck
◆ HasBeaconStation
bool Barotrauma.LevelData.HasBeaconStation |
◆ HasHuntingGrounds
bool Barotrauma.LevelData.HasHuntingGrounds |
◆ HuntingGroundsDifficultyThreshold
const float Barotrauma.LevelData.HuntingGroundsDifficultyThreshold = 25 |
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static |
Minimum difficulty of the level before hunting grounds can appear.
◆ InitialDepth
readonly int Barotrauma.LevelData.InitialDepth |
The depth at which the level starts at, in in-game coordinates. E.g. if this was set to 100 000 (= 1000 m), the nav terminal would display the depth as 1000 meters at the top of the level.
◆ IsBeaconActive
bool Barotrauma.LevelData.IsBeaconActive |
◆ MaxHuntingGroundsProbability
const float Barotrauma.LevelData.MaxHuntingGroundsProbability = 0.3f |
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static |
Probability of hunting grounds appearing in 100% difficulty levels.
◆ MinMainPathWidth
int? Barotrauma.LevelData.MinMainPathWidth |
Determined during level generation based on the size of the submarine. Null if the level hasn't been generated.
◆ NonRepeatableEvents
readonly List<Identifier> Barotrauma.LevelData.NonRepeatableEvents = new List<Identifier>() |
◆ OriginallyHadHuntingGrounds
bool Barotrauma.LevelData.OriginallyHadHuntingGrounds |
◆ Seed
readonly string Barotrauma.LevelData.Seed |
◆ Size
readonly Point Barotrauma.LevelData.Size |
◆ Type
◆ CrushDepth
float Barotrauma.LevelData.CrushDepth |
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get |
The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level!
◆ EventsExhausted
bool Barotrauma.LevelData.EventsExhausted |
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getset |
◆ GenerationParams
◆ OutpostGenerationParamsExist
bool Barotrauma.LevelData.OutpostGenerationParamsExist |
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get |
◆ RealWorldCrushDepth
float Barotrauma.LevelData.RealWorldCrushDepth |
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get |
The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level!
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Map/Levels/LevelData.cs