Table of Contents

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