|
| Identifier | SpeciesName [get, set] |
| |
| Identifier | NPCSetIdentifier [get, set] |
| |
| Identifier | NPCIdentifier [get, set] |
| |
| bool | LootingIsStealing [get, set] |
| |
| Identifier | ItemIdentifier [get, set] |
| |
| Identifier | TargetTag [get, set] |
| |
| Identifier | TargetInventory [get, set] |
| |
| SpawnLocationType | SpawnLocation [get, set] |
| |
| SpawnType | SpawnPointType [get, set] |
| |
| Identifier | SpawnPointTag [get, set] |
| |
| CharacterTeamType | TeamID [get, protected set] |
| |
| bool | RequireSpawnPointTag [get, set] |
| |
| bool | AllowDuplicates [get, set] |
| |
| int | Amount [get, set] |
| |
| float | Offset [get, set] |
| |
| string | TargetModuleTags [get, set] |
| |
| bool | IgnoreByAI [get, set] |
| |
| bool | AllowInPlayerView [get, set] |
| |
Definition at line 9 of file SpawnAction.cs.
◆ SpawnLocationType
| Enumerator |
|---|
| Any | |
| MainSub | |
| Outpost | |
| MainPath | |
| Ruin | |
| Wreck | |
| BeaconStation | |
| NearMainSub | |
Definition at line 11 of file SpawnAction.cs.
◆ SpawnAction()
◆ GetSpawnPos()
| static WayPoint Barotrauma.SpawnAction.GetSpawnPos |
( |
SpawnLocationType |
spawnLocation, |
|
|
SpawnType? |
spawnPointType, |
|
|
IEnumerable< Identifier > |
moduleFlags = null, |
|
|
IEnumerable< Identifier > |
spawnpointTags = null, |
|
|
bool |
asFarAsPossibleFromAirlock = false, |
|
|
bool |
requireTaggedSpawnPoint = false, |
|
|
bool |
allowInPlayerView = true |
|
) |
| |
|
static |
◆ IsFinished()
| override bool Barotrauma.SpawnAction.IsFinished |
( |
ref string |
goToLabel | ) |
|
|
virtual |
Has the action finished.
- Parameters
-
| goToLabel | If null or empty, the event moves to the next action. Otherwise it moves to the specified label. |
- Returns
Implements Barotrauma.EventAction.
Definition at line 113 of file SpawnAction.cs.
◆ OffsetSpawnPos()
| static Vector2 Barotrauma.SpawnAction.OffsetSpawnPos |
( |
Vector2 |
pos, |
|
|
float |
offset |
|
) |
| |
|
static |
◆ Reset()
| override void Barotrauma.SpawnAction.Reset |
( |
| ) |
|
|
virtual |
◆ ToDebugString()
| override string Barotrauma.SpawnAction.ToDebugString |
( |
| ) |
|
|
virtual |
Rich test to display in debugdraw
{
return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})";
}
override string ToDebugString()
Rich test to display in debugdraw
- Returns
Reimplemented from Barotrauma.EventAction.
Definition at line 506 of file SpawnAction.cs.
◆ Update()
| override void Barotrauma.SpawnAction.Update |
( |
float |
deltaTime | ) |
|
|
virtual |
◆ AllowDuplicates
| bool Barotrauma.SpawnAction.AllowDuplicates |
|
getset |
◆ AllowInPlayerView
| bool Barotrauma.SpawnAction.AllowInPlayerView |
|
getset |
◆ Amount
| int Barotrauma.SpawnAction.Amount |
|
getset |
◆ IgnoreByAI
| bool Barotrauma.SpawnAction.IgnoreByAI |
|
getset |
◆ ItemIdentifier
◆ LootingIsStealing
| bool Barotrauma.SpawnAction.LootingIsStealing |
|
getset |
◆ NPCIdentifier
◆ NPCSetIdentifier
| Identifier Barotrauma.SpawnAction.NPCSetIdentifier |
|
getset |
◆ Offset
| float Barotrauma.SpawnAction.Offset |
|
getset |
◆ RequireSpawnPointTag
| bool Barotrauma.SpawnAction.RequireSpawnPointTag |
|
getset |
◆ SpawnLocation
◆ SpawnPointTag
◆ SpawnPointType
| SpawnType Barotrauma.SpawnAction.SpawnPointType |
|
getset |
◆ SpeciesName
◆ TargetInventory
◆ TargetModuleTags
| string Barotrauma.SpawnAction.TargetModuleTags |
|
getset |
◆ TargetTag
◆ TeamID