Example #1
0
 public InteractableTemplate(GameObject interactablePrefab, Category interactableCategory, int selectionWeight = 3, bool sendOverNetwork = true, HullClassification hullSize = HullClassification.Golem, MapNodeGroup.GraphType nodeGraphType = MapNodeGroup.GraphType.Ground, int directorCreditCost = 15, bool occupyPosition = true, SpawnCard.EliteRules eliteRules = SpawnCard.EliteRules.Default, bool orientToFloor = true, bool slightlyRandomizeOrientation = false, bool skipSpawnWhenSacrificeArtifactEnabled = false, NodeFlags requiredFlags = NodeFlags.None, NodeFlags forbiddenFlags = NodeFlags.None, DirectorCore.MonsterSpawnDistance spawnDistance = DirectorCore.MonsterSpawnDistance.Standard, bool allowAmbushSpawn = true, bool preventOverhead = false, int minimumStageCompletions = 0, UnlockableDef requiredUnlockableDef = null, UnlockableDef forbiddenUnlockableDef = null, bool multiplayerOnly = false, int minimumCount = 0)
 {
     this.interactablePrefab                    = interactablePrefab;
     this.interactableCategory                  = interactableCategory;
     this.selectionWeight                       = selectionWeight;
     this.minimumCount                          = minimumCount;
     this.sendOverNetwork                       = sendOverNetwork;
     this.hullSize                              = hullSize;
     this.nodeGraphType                         = nodeGraphType;
     this.directorCreditCost                    = directorCreditCost;
     this.occupyPosition                        = occupyPosition;
     this.eliteRules                            = eliteRules;
     this.orientToFloor                         = orientToFloor;
     this.slightlyRandomizeOrientation          = slightlyRandomizeOrientation;
     this.skipSpawnWhenSacrificeArtifactEnabled = skipSpawnWhenSacrificeArtifactEnabled;
     this.requiredFlags                         = requiredFlags;
     this.forbiddenFlags                        = forbiddenFlags;
     this.spawnDistance                         = spawnDistance;
     this.allowAmbushSpawn                      = allowAmbushSpawn;
     this.preventOverhead                       = preventOverhead;
     this.minimumStageCompletions               = minimumStageCompletions;
     this.requiredUnlockableDef                 = requiredUnlockableDef;
     this.forbiddenUnlockableDef                = forbiddenUnlockableDef;
     this.multiplayerOnly                       = multiplayerOnly;
 }
        // Token: 0x06000A26 RID: 2598 RVA: 0x0002C6B8 File Offset: 0x0002A8B8
        public static void GetMonsterSpawnDistance(DirectorCore.MonsterSpawnDistance input, out float minimumDistance, out float maximumDistance)
        {
            minimumDistance = 0f;
            maximumDistance = 0f;
            switch (input)
            {
            case DirectorCore.MonsterSpawnDistance.Standard:
                minimumDistance = 25f;
                maximumDistance = 40f;
                return;

            case DirectorCore.MonsterSpawnDistance.Close:
                minimumDistance = 8f;
                maximumDistance = 20f;
                return;

            case DirectorCore.MonsterSpawnDistance.Far:
                minimumDistance = 70f;
                maximumDistance = 120f;
                return;

            default:
                return;
            }
        }
Example #3
0
 public InteractableTemplate()
 {
     this.minimumCount            = 0;
     this.selectionWeight         = 3;
     this.spawnDistance           = DirectorCore.MonsterSpawnDistance.Standard;
     this.allowAmbushSpawn        = true;
     this.preventOverhead         = false;
     this.minimumStageCompletions = 0;
     this.sendOverNetwork         = true;
     this.hullSize                              = HullClassification.Golem;
     this.nodeGraphType                         = MapNodeGroup.GraphType.Ground;
     this.requiredFlags                         = NodeFlags.None;
     this.forbiddenFlags                        = NodeFlags.None;
     this.directorCreditCost                    = 15;
     this.occupyPosition                        = true;
     this.eliteRules                            = SpawnCard.EliteRules.Default;
     this.orientToFloor                         = true;
     this.slightlyRandomizeOrientation          = false;
     this.skipSpawnWhenSacrificeArtifactEnabled = false;
     this.multiplayerOnly                       = false;
 }