|  | 
| enum | SpawnPosType { None = 0
, MainPathWall = 1
, SidePathWall = 2
, CaveWall = 4
,
 NestWall = 8
, RuinWall = 16
, SeaFloor = 32
, MainPath = 64
,
 LevelStart = 128
, LevelEnd = 256
, OutpostWall = 512
, Wall = MainPathWall | SidePathWall | CaveWall
 }
 | 
|  | 
◆ SpawnPosType
| Enumerator | 
|---|
| None |  | 
| MainPathWall |  | 
| SidePathWall |  | 
| CaveWall |  | 
| NestWall |  | 
| RuinWall |  | 
| SeaFloor |  | 
| MainPath |  | 
| LevelStart |  | 
| LevelEnd |  | 
| OutpostWall |  | 
| Wall |  | 
 
 
◆ LevelObjectPrefab()
◆ Dispose()
      
        
          | override void Barotrauma.LevelObjectPrefab.Dispose | ( |  | ) |  | 
      
 
 
◆ GetCommonness() [1/2]
      
        
          | float Barotrauma.LevelObjectPrefab.GetCommonness | ( | CaveGenerationParams | generationParams, | 
        
          |  |  | bool | requireCaveSpecificOverride = true ) | 
      
 
 
◆ GetCommonness() [2/2]
      
        
          | float Barotrauma.LevelObjectPrefab.GetCommonness | ( | LevelData | levelData | ) |  | 
      
 
 
◆ ParseIdentifier()
  
  | 
        
          | static Identifier Barotrauma.LevelObjectPrefab.ParseIdentifier | ( | Identifier | identifierOverride, |  
          |  |  | XElement | element ) |  | static | 
 
 
◆ ToString()
      
        
          | override string Barotrauma.LevelObjectPrefab.ToString | ( |  | ) |  | 
      
 
 
◆ LevelTriggerElements
      
        
          | readonly List<ContentXElement> Barotrauma.LevelObjectPrefab.LevelTriggerElements | 
      
 
 
◆ OverrideCommonness
      
        
          | readonly Dictionary<Identifier, float> Barotrauma.LevelObjectPrefab.OverrideCommonness | 
      
 
Overrides the commonness of the object in a specific level type. Key = name of the level type, value = commonness in that level type. 
 
 
◆ Prefabs
◆ Alignment
  
  | 
        
          | Alignment Barotrauma.LevelObjectPrefab.Alignment |  | get | 
 
Which sides of a wall the object can appear on. 
 
 
◆ AlignWithSurface
  
  | 
        
          | bool Barotrauma.LevelObjectPrefab.AlignWithSurface |  | get | 
 
 
◆ AllowAtEnd
  
  | 
        
          | bool Barotrauma.LevelObjectPrefab.AllowAtEnd |  | get | 
 
 
◆ AllowAtStart
  
  | 
        
          | bool Barotrauma.LevelObjectPrefab.AllowAtStart |  | get | 
 
 
◆ ChildObjects
  
  | 
        
          | List<ChildObject> Barotrauma.LevelObjectPrefab.ChildObjects |  | get | 
 
 
◆ ClusteringAmount
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.ClusteringAmount |  | get | 
 
The tendency for the prefab to form clusters. Used as an exponent for perlin noise values that are used to determine the probability for an object to spawn at a specific position. 
 
 
◆ ClusteringGroup
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.ClusteringGroup |  | get | 
 
A value between 0-1 that determines the z-coordinate to sample perlin noise from when determining the probability for an object to spawn at a specific position. Using the same (or close) value for different objects means the objects tend to form clusters in the same areas. 
 
 
◆ Commonness
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.Commonness |  | get | 
 
 
◆ Config
  
  | 
        
          | XElement Barotrauma.LevelObjectPrefab.Config |  | get | 
 
 
◆ DeformableSprite
◆ DepthRange
  
  | 
        
          | Vector2 Barotrauma.LevelObjectPrefab.DepthRange |  | get | 
 
 
◆ Health
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.Health |  | get | 
 
 
◆ HideWhenBroken
  
  | 
        
          | bool Barotrauma.LevelObjectPrefab.HideWhenBroken |  | get | 
 
 
◆ MaxCount
  
  | 
        
          | int Barotrauma.LevelObjectPrefab.MaxCount |  | get | 
 
 
◆ MaxSize
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.MaxSize |  | get | 
 
 
◆ MinSize
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.MinSize |  | get | 
 
 
◆ MinSurfaceWidth
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.MinSurfaceWidth |  | get | 
 
Minimum length of a graph edge the object can spawn on. 
 
 
◆ Name
  
  | 
        
          | string Barotrauma.LevelObjectPrefab.Name |  | get | 
 
 
◆ OverrideProperties
A list of prefabs whose properties override this one's properties when a trigger is active. E.g. if a trigger in the index 1 of the trigger list is active, the properties in index 1 in this list are used (unless it's null) 
 
 
◆ PhysicsBodyElement
  
  | 
        
          | XElement Barotrauma.LevelObjectPrefab.PhysicsBodyElement |  | get | 
 
 
◆ PhysicsBodyTriggerIndex
  
  | 
        
          | int Barotrauma.LevelObjectPrefab.PhysicsBodyTriggerIndex = -1 |  | get | 
 
 
◆ RandomOffset
  
  | 
        
          | Vector2 Barotrauma.LevelObjectPrefab.RandomOffset |  | get | 
 
 
◆ RandomRotation
  
  | 
        
          | Vector2 Barotrauma.LevelObjectPrefab.RandomRotation |  | get | 
 
 
◆ RandomRotationRad
  
  | 
        
          | Vector2 Barotrauma.LevelObjectPrefab.RandomRotationRad |  | get | 
 
 
◆ ScaleOscillation
  
  | 
        
          | Vector2 Barotrauma.LevelObjectPrefab.ScaleOscillation |  | get | 
 
 
◆ ScaleOscillationFrequency
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.ScaleOscillationFrequency |  | get | 
 
 
◆ SerializableProperties
◆ SonarDisruption
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.SonarDisruption |  | get | 
 
 
◆ SpawnPos
◆ SpriteColor
  
  | 
        
          | Color Barotrauma.LevelObjectPrefab.SpriteColor |  | get | 
 
 
◆ Sprites
  
  | 
        
          | List<Sprite> Barotrauma.LevelObjectPrefab.Sprites = new List<Sprite>() |  | get | 
 
 
◆ SpriteSpecificPhysicsBodyElements
  
  | 
        
          | Dictionary<Sprite, XElement> Barotrauma.LevelObjectPrefab.SpriteSpecificPhysicsBodyElements = new Dictionary<Sprite, XElement>() |  | get | 
 
 
◆ SwingAmount
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.SwingAmount |  | get | 
 
 
◆ SwingAmountRad
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.SwingAmountRad |  | get | 
 
 
◆ SwingFrequency
  
  | 
        
          | float Barotrauma.LevelObjectPrefab.SwingFrequency |  | get | 
 
 
◆ TakeLevelWallDamage
  
  | 
        
          | bool Barotrauma.LevelObjectPrefab.TakeLevelWallDamage |  | get | 
 
 
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/LevelObjects/LevelObjectPrefab.cs