/// <summary> /// Spawn this BloonModel on the map right now /// </summary> public static void SpawnBloonModel(this BloonModel bloonModel) { Assets.Scripts.Simulation.Track.Spawner spawner = InGame.instance?.GetMap()?.spawner; if (spawner is null) { return; } Il2CppSystem.Collections.Generic.List <Bloon.ChargedMutator> chargedMutators = new Il2CppSystem.Collections.Generic.List <Bloon.ChargedMutator>(); Il2CppSystem.Collections.Generic.List <BehaviorMutator> nonChargedMutators = new Il2CppSystem.Collections.Generic.List <BehaviorMutator>(); spawner.Emit(bloonModel, InGame.Bridge.GetCurrentRound(), 0, chargedMutators, nonChargedMutators); }
/// <summary> /// (Cross-Game compatible) Spawn this BloonModel on the map right now /// </summary> public static void SpawnBloonModel(this BloonModel bloonModel) { Assets.Scripts.Simulation.Track.Spawner spawner = InGame.instance?.GetMap()?.spawner; if (spawner is null) { return; } #if BloonsTD6 Il2CppSystem.Collections.Generic.List <Bloon.ChargedMutator> chargedMutators = new Il2CppSystem.Collections.Generic.List <Bloon.ChargedMutator>(); Il2CppSystem.Collections.Generic.List <BehaviorMutator> nonChargedMutators = new Il2CppSystem.Collections.Generic.List <BehaviorMutator>(); spawner.Emit(bloonModel, InGame.instance.GetUnityToSimulation().GetCurrentRound(), 0); #elif BloonsAT spawner.Emit(bloonModel); #endif }