Barotrauma Server
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Barotrauma.MonsterEvent Class Reference
Inheritance diagram for Barotrauma.MonsterEvent:
Barotrauma.Event

Public Member Functions

override string ToString ()
 
 MonsterEvent (EventPrefab prefab, int seed)
 
override IEnumerable< ContentFileGetFilesToPreload ()
 
override string GetDebugInfo ()
 
override void Update (float deltaTime)
 
- Public Member Functions inherited from Barotrauma.Event
override string ToString ()
 
 Event (EventPrefab prefab, int seed)
 
void Init (EventSet parentSet=null)
 
virtual void Finish ()
 
virtual bool LevelMeetsRequirements ()
 

Public Attributes

readonly Identifier SpeciesName
 The name of the species to spawn.
 
readonly int MinAmount
 Minimum amount of monsters to spawn. You can also use "Amount" if you want to spawn a fixed number of monsters.
 
readonly int MaxAmount
 Maximum amount of monsters to spawn. You can also use "Amount" if you want to spawn a fixed number of monsters.
 
readonly float SpawnDistance
 The monsters are spawned at least this distance away from the players and submarines.
 
readonly Level.PositionType SpawnPosType
 Where should the monster spawn?
 
readonly int MaxAmountPerLevel = int.MaxValue
 Maximum number of the specific type of monster in the entire level. Can be used to prevent the event from spawning more monsters if there's already enough of that type of monster, e.g. spawned by another event or by a mission.
 
- Public Attributes inherited from Barotrauma.Event
readonly int RandomSeed
 
Func< Level.InterestingPosition, bool > SpawnPosFilter
 

Protected Member Functions

override void InitEventSpecific (EventSet parentSet)
 
- Protected Member Functions inherited from Barotrauma.Event

Properties

IReadOnlyList< CharacterMonsters [get]
 
Vector2SpawnPos [get]
 
bool SpawnPending [get]
 
override Vector2 DebugDrawPos [get]
 
- Properties inherited from Barotrauma.Event
EventPrefab Prefab [get]
 
EventSet ParentSet [get]
 
bool Initialized [get]
 
bool IsFinished [get]
 
virtual Vector2 DebugDrawPos [get]
 

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.Event
bool isFinished
 
readonly EventPrefab prefab
 
- Events inherited from Barotrauma.Event
Action Finished
 

Constructor & Destructor Documentation

◆ MonsterEvent()

Barotrauma.MonsterEvent.MonsterEvent ( EventPrefab prefab,
int seed )

Member Function Documentation

◆ GetDebugInfo()

override string Barotrauma.MonsterEvent.GetDebugInfo ( )
virtual

Reimplemented from Barotrauma.Event.

◆ GetFilesToPreload()

override IEnumerable< ContentFile > Barotrauma.MonsterEvent.GetFilesToPreload ( )
virtual

Reimplemented from Barotrauma.Event.

◆ InitEventSpecific()

override void Barotrauma.MonsterEvent.InitEventSpecific ( EventSet parentSet)
protectedvirtual

Reimplemented from Barotrauma.Event.

◆ ToString()

override string Barotrauma.MonsterEvent.ToString ( )

◆ Update()

override void Barotrauma.MonsterEvent.Update ( float deltaTime)
virtual

Reimplemented from Barotrauma.Event.

Member Data Documentation

◆ MaxAmount

readonly int Barotrauma.MonsterEvent.MaxAmount

Maximum amount of monsters to spawn. You can also use "Amount" if you want to spawn a fixed number of monsters.

◆ MaxAmountPerLevel

readonly int Barotrauma.MonsterEvent.MaxAmountPerLevel = int.MaxValue

Maximum number of the specific type of monster in the entire level. Can be used to prevent the event from spawning more monsters if there's already enough of that type of monster, e.g. spawned by another event or by a mission.

◆ MinAmount

readonly int Barotrauma.MonsterEvent.MinAmount

Minimum amount of monsters to spawn. You can also use "Amount" if you want to spawn a fixed number of monsters.

◆ SpawnDistance

readonly float Barotrauma.MonsterEvent.SpawnDistance

The monsters are spawned at least this distance away from the players and submarines.

◆ SpawnPosType

readonly Level.PositionType Barotrauma.MonsterEvent.SpawnPosType

Where should the monster spawn?

◆ SpeciesName

readonly Identifier Barotrauma.MonsterEvent.SpeciesName

The name of the species to spawn.

Property Documentation

◆ DebugDrawPos

override Vector2 Barotrauma.MonsterEvent.DebugDrawPos
get

◆ Monsters

IReadOnlyList<Character> Barotrauma.MonsterEvent.Monsters
get

◆ SpawnPending

bool Barotrauma.MonsterEvent.SpawnPending
get

◆ SpawnPos

Vector2? Barotrauma.MonsterEvent.SpawnPos
get

The documentation for this class was generated from the following file: