Class AttackerSpawner
- Namespace
- VoxelPlayground.Level
- Assembly
- GamePlay.dll
[Obsolete]
public class AttackerSpawner : MonoBehaviour
- Inheritance
-
object
AttackerSpawner
- Extension Methods
-
Fields
m_CarPassengersCount
public int[] m_CarPassengersCount
Field Value
- int[]
m_Equipments
[FormerlySerializedAs("m_EquipedWeapons")]
[InfoBox("根据已刷怪数(NumSpawned)来选择武器, 若NumSpawned超出本列表 则不再刷怪\n可放入车辆 届时会刷CarPassengers[NumSpawnedCar]个角色坐上车", InfoMessageType.Info, null)]
public GameObject[] m_Equipments
Field Value
- GameObject[]
m_NumDeaths
[NonSerialized]
[ShowInInspector]
[ReadOnly]
public int m_NumDeaths
Field Value
- int
m_NumSpawned
Field Value
- int
m_NumSpawnedCar
public int m_NumSpawnedCar
Field Value
- int
m_PrefabCars
[InfoBox("没啥用 可能稍后删掉", InfoMessageType.Info, null)]
public GameObject[] m_PrefabCars
Field Value
- GameObject[]
m_SpawnAlivesIdxDeaths
[InfoBox("同屏角色数量 (index=死亡数)", InfoMessageType.Info, null)]
[FormerlySerializedAs("m_DeathsToExists")]
public int[] m_SpawnAlivesIdxDeaths
Field Value
- int[]
m_SpawnAwaitIdxDeaths
[InfoBox("刷下个怪的间隔等待时间 (index=死亡数)", InfoMessageType.Info, null)]
public float[] m_SpawnAwaitIdxDeaths
Field Value
- float[]
m_SpawnedAliving
[NonSerialized]
[ShowInInspector]
[ReadOnly]
public List<EntityCharacter> m_SpawnedAliving
Field Value
- List<EntityCharacter>
m_SpawnPoints
[InfoBox("角色SpawnPoints", InfoMessageType.Info, null)]
public Transform[] m_SpawnPoints
Field Value
- Transform[]
m_TimeNextSpawnUntil
[NonSerialized]
[ShowInInspector]
[ReadOnly]
public float m_TimeNextSpawnUntil
Field Value
- float
spawnCharacterTypeIndex
[InfoBox("生成某个角色 主菜单角色列表[idx]", InfoMessageType.Info, null)]
public int spawnCharacterTypeIndex
Field Value
- int
Methods
GetNextSpawnEquipmentPrefab()
public GameObject GetNextSpawnEquipmentPrefab()
Returns
- GameObject
SpawnCar(GameObject, Vector3, int, float, Quaternion, bool)
[Button]
public void SpawnCar(GameObject prefabCar, Vector3 spawnPoint, int maxPassengers = 2, float timeIntervalSpawnPassengers = 0.2, Quaternion spawnPointRot = default, bool isTracked = false)
Parameters
prefabCar GameObject
spawnPoint Vector3
maxPassengers int
timeIntervalSpawnPassengers float
spawnPointRot Quaternion
isTracked bool
SpawnCharacterAdvanced(Vector3, bool, bool)
public UniTask<EntityCharacter> SpawnCharacterAdvanced(Vector3 spawnPoint, bool equipWeapon = false, bool isTracked = false)
Parameters
spawnPoint Vector3
equipWeapon bool
isTracked bool
Returns
- UniTask<EntityCharacter>