Class SpawnerWave
- Namespace
- VoxelPlayground.Level
- Assembly
- ModData.dll
[Serializable]
public class SpawnerWave
- Inheritance
-
object
SpawnerWave
- Extension Methods
-
Fields
blocking
[FormerlySerializedAs("conditionAfterPrevTaskFinished")]
public bool blocking
Field Value
- bool
characterPool
[Tooltip("Candidates. If null, fallback to Spawner.defaultEnemy")]
public SpawnerCharacterPool characterPool
Field Value
- SpawnerCharacterPool
debugIndex
[SuffixLabel("Debug", false)]
public int debugIndex
Field Value
- int
delay
[FormerlySerializedAs("conditionDelay")]
[Tooltip("生成前要等多少秒, 从同屏条件满足才开始等 而不是直接从上个Task完成后开始等")]
public float delay
Field Value
- float
maxAlive
[FormerlySerializedAs("conditionAlives")]
[Tooltip("条件: (同屏量) 当前存活数量小于此值时才触发本Task; 比如1 就是死光了才刷, 2就是会刷到有2个存活的怪为止\n和@subspawnConditionAlives的区别: 一旦触发了本Task, 那subspawn的同屏限制就是由subspawnConditionAlives接管了; 比如你想等之前的怪都死完后 然后狂刷一批新怪 就可以设置conditionAlives=1, subspawnConditionAlives=10")]
public int maxAlive
Field Value
- int
note
[Tooltip("Design note, no functional impact")]
public string note
Field Value
- string
pickMode
public SpawnerWave.PickMode pickMode
Field Value
- SpawnerWave.PickMode
sinceDay
[FormerlySerializedAs("conditionSinceDay")]
[Tooltip("限定从ToD第几天开始 这样就不会提前刷之后天数的怪 以防不停刷怪卡住日出; 但如果你直接跳到第3天 那么会刷之前的第1,2天的怪 - 它们不会被漏掉")]
public int sinceDay
Field Value
- int
spawnCount
[FormerlySerializedAs("subspawnCount")]
[Tooltip("Total enemies to spawn in this wave")]
public int spawnCount
Field Value
- int
spawnInterval
[FormerlySerializedAs("subspawnIntervalDelay")]
[Tooltip("这波尸潮 每个僵尸刷的间隔时间 (等完后才会开始下一个Subspawn")]
public float spawnInterval
Field Value
- float
spawnMaxAlive
[FormerlySerializedAs("subspawnConditionAlives")]
[Tooltip("这波尸潮 同屏数量限制 以防刷太多")]
public float spawnMaxAlive
Field Value
- float
subspawnPickRandomOrOrderedRepeat
[Tooltip("这波尸潮 是随机取候选(true) 还是顺序取(false)")]
public bool subspawnPickRandomOrOrderedRepeat
Field Value
- bool
Methods
Clone()
Returns
- object
Name()
Returns
- string