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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) More...
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| LevelData (Location location, Map map, float difficulty) |
| Instantiates level data using the properties of the location More...
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void | ReassignGenerationParams (string seed) |
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void | Save (XElement parentElement) |
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Definition at line 11 of file LevelData.cs.
◆ LevelType
Enumerator |
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LocationConnection | |
Outpost | |
Definition at line 13 of file LevelData.cs.
◆ LevelData() [1/4]
Barotrauma.LevelData.LevelData |
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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 |
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) |
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◆ 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 |
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) |
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◆ LevelData() [3/4]
Instantiates level data using the properties of the connection (seed, size, difficulty)
Definition at line 207 of file LevelData.cs.
◆ LevelData() [4/4]
Barotrauma.LevelData.LevelData |
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Location |
location, |
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Map |
map, |
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float |
difficulty |
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) |
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Instantiates level data using the properties of the location
Definition at line 242 of file LevelData.cs.
◆ 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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) |
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static |
◆ GetSuitableOutpostGenerationParams()
◆ ReassignGenerationParams()
void Barotrauma.LevelData.ReassignGenerationParams |
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string |
seed | ) |
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◆ Save()
void Barotrauma.LevelData.Save |
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XElement |
parentElement | ) |
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◆ AllowInvalidOutpost
bool Barotrauma.LevelData.AllowInvalidOutpost |
◆ Biome
readonly Biome Barotrauma.LevelData.Biome |
◆ Difficulty
readonly float Barotrauma.LevelData.Difficulty |
◆ EventHistory
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.
Definition at line 63 of file LevelData.cs.
◆ FinishedEvents
readonly Dictionary<EventSet, int> Barotrauma.LevelData.FinishedEvents = new Dictionary<EventSet, int>() |
◆ ForceOutpostGenerationParams
◆ 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.
Definition at line 37 of file LevelData.cs.
◆ 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.
Definition at line 53 of file LevelData.cs.
◆ 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.
Definition at line 42 of file LevelData.cs.
◆ MinMainPathWidth
int? Barotrauma.LevelData.MinMainPathWidth |
Determined during level generation based on the size of the submarine. Null if the level hasn't been generated.
Definition at line 58 of file LevelData.cs.
◆ NonRepeatableEvents
◆ 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!
Definition at line 80 of file LevelData.cs.
◆ 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!
Definition at line 91 of file LevelData.cs.