Class ArenaSpawner
- Namespace
- VoxelPlayground.Level
- Assembly
- GamePlay.dll
public class ArenaSpawner : MonoBehaviour
- Inheritance
-
object
ArenaSpawner
- Extension Methods
-
Fields
currentActiveSpawner
public static ArenaSpawner currentActiveSpawner
Field Value
- ArenaSpawner
currentWaveIndex
[NonSerialized]
[ShowInInspector]
public int currentWaveIndex
Field Value
- int
deathCount
[NonSerialized]
[ShowInInspector]
public int deathCount
Field Value
- int
debugCurrentWaveSpawnIndex
[NonSerialized]
[ShowInInspector]
public int debugCurrentWaveSpawnIndex
Field Value
- int
debugMaxAliveMlp
[ShowInInspector]
public static int debugMaxAliveMlp
Field Value
- int
debugTryShowNoteSubtitle
[NonSerialized]
[ShowInInspector]
[Tooltip("如果没Subtitle就把Note当作Subtitle显示, 以便测试")]
public bool debugTryShowNoteSubtitle
Field Value
- bool
defaultSpawnCharacter
public EquipmentsData defaultSpawnCharacter
Field Value
- EquipmentsData
overallSpawnDelayAdd
[Header("Debug, NonSerialized")]
public float overallSpawnDelayAdd
Field Value
- float
runningWaves
public List<ArenaSpawner.RunningWave> runningWaves
Field Value
- List<ArenaSpawner.RunningWave>
spawnPointFindNearbyFreeSpaceRange
public float spawnPointFindNearbyFreeSpaceRange
Field Value
- float
spawnPoints
public Transform[] spawnPoints
Field Value
- Transform[]
suspendSpawningInDaytime
public bool suspendSpawningInDaytime
Field Value
- bool
waitingReason
public string waitingReason
Field Value
- string
Properties
currentWave
[ShowInInspector]
public SpawnerWave currentWave { get; }
Property Value
- SpawnerWave
isEmpty
[ShowInInspector]
public bool isEmpty { get; }
Property Value
- bool
isFinished
[ShowInInspector]
public bool isFinished { get; }
Property Value
- bool
waves
public SpawnerWavePool waves { get; set; }
Property Value
- SpawnerWavePool
Methods
AliveCount()
public static int AliveCount()
Returns
- int
RecycleToPool(EntityCharacter)
public void RecycleToPool(EntityCharacter ch)
Parameters
ch EntityCharacter
SpawnCar(GameObject, Vector3, IList<EquipmentsData>, float, Quaternion)
public void SpawnCar(GameObject prefabCar, Vector3 spawnPoint, IList<EquipmentsData> passengers, float timeIntervalSpawnPassengers = 0.2, Quaternion spawnPointRot = default)
Parameters
prefabCar GameObject
spawnPoint Vector3
passengers IList<EquipmentsData>
timeIntervalSpawnPassengers float
spawnPointRot Quaternion
SpawnCharacterAdvanced(Vector3, EquipmentsData)
public UniTask<EntityCharacter> SpawnCharacterAdvanced(Vector3 spawnPoint, EquipmentsData equipmentsData)
Parameters
spawnPoint Vector3
equipmentsData EquipmentsData
Returns
- UniTask<EntityCharacter>
StopRunningWave(bool)
public void StopRunningWave(bool resetWaveIndex = true)
Parameters
resetWaveIndex bool