|
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