Table of Contents

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

public 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>