Class Section_Monsters
Inheritance
object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Section_Monsters
Assembly: Dew.Core.dll
Syntax
public class Section_Monsters : RoomSectionComponent, ILogicUpdate
Fields
activateCondition
Declaration
[ShowIf("@combatAreaSettings != SectionCombatAreaType.No", true)]
public CombatAreaActivateCondition activateCondition
Field Value
addedInitDelay
Declaration
[ShowIf("@combatAreaSettings != SectionCombatAreaType.No", true)]
public Vector2 addedInitDelay
Field Value
| Type |
Description |
| UnityEngine.Vector2 |
|
combatAreaSettings
Declaration
public SectionCombatAreaType combatAreaSettings
Field Value
miniBossCount
Declaration
[ShowIf("@combatAreaSettings != SectionCombatAreaType.No", true)]
public int miniBossCount
Field Value
onClearCombatArea
Declaration
[FoldoutGroup("Events", 0)]
public UnityEvent onClearCombatArea
Field Value
| Type |
Description |
| UnityEngine.Events.UnityEvent |
|
onStartCombatArea
Declaration
[FoldoutGroup("Events", 0)]
public UnityEvent onStartCombatArea
Field Value
| Type |
Description |
| UnityEngine.Events.UnityEvent |
|
ruleOverride
Declaration
[ShowIf("@combatAreaSettings != SectionCombatAreaType.No", true)]
public MonsterSpawnRule ruleOverride
Field Value
spawnMiniBossInstead
Declaration
[ShowIf("@combatAreaSettings != SectionCombatAreaType.No", true)]
public bool spawnMiniBossInstead
Field Value
spawnPosOverride
Declaration
[ShowIf("@combatAreaSettings != SectionCombatAreaType.No", true)]
public Transform spawnPosOverride
Field Value
| Type |
Description |
| UnityEngine.Transform |
|
Properties
didClearCombatArea
Declaration
public bool didClearCombatArea { get; set; }
Property Value
isCombatActive
Declaration
public bool isCombatActive { get; }
Property Value
isMarkedAsCombatArea
Declaration
public bool isMarkedAsCombatArea { get; set; }
Property Value
isOverPopulation
Declaration
public bool isOverPopulation { get; }
Property Value
maxPopulation
Declaration
public float maxPopulation { get; }
Property Value
population
Declaration
public float population { get; }
Property Value
Methods
Awake()
Declaration
protected override void Awake()
Overrides
GetSpawnPositionInSection(Func<Vector3, bool>, DewRandom)
Evaluator will be provided raw position without NavMesh, ground or any checks.
Position got passed by evaluator might not be returned as result of this function.
Declaration
public Vector3 GetSpawnPositionInSection(Func<Vector3, bool> evaluator = null, DewRandom random = null)
Parameters
| Type |
Name |
Description |
| System.Func<T, TResult><UnityEngine.Vector3, bool> |
evaluator |
|
| DewRandom |
random |
|
Returns
| Type |
Description |
| UnityEngine.Vector3 |
|
GetSpawnPositionInSection(float, float, DewRandom)
Declaration
public Vector3 GetSpawnPositionInSection(float minDist, float maxDist, DewRandom random = null)
Parameters
| Type |
Name |
Description |
| float |
minDist |
|
| float |
maxDist |
|
| DewRandom |
random |
|
Returns
| Type |
Description |
| UnityEngine.Vector3 |
|
Implements
Extension Methods