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; } }
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; }