/** * Find a random spawn group with the correct class and no more than maxCost. */ public GroupInfo GetRandomSpawnGroup(SpawnerClass spawnClass, int maxCost) { List <GroupInfo> matchingGroups = m_spawnGroups.FindAll(g => (g.m_spawnClass == spawnClass) && (g.m_cost <= maxCost)); return(GetRandomSpawnGroup(matchingGroups)); }
public GroupInfo() { m_cost = 0; m_spawnClass = SpawnerClass.ANY; m_spawnType = SpawnerType.ANY; m_spawnGroupDef = null; }
public GroupInfo( int cost, SpawnerClass spawnClass, SpawnerType spawnType, MySpawnGroupDefinition spawnGroup) { m_cost = cost; m_spawnClass = spawnClass; m_spawnType = spawnType; m_spawnGroupDef = spawnGroup; }
private SpawnerTile chooseSpawner(Vector3Int v) { //SpawnerClass temp = spawners[r.Next(spawners.Count)]; SpawnerClass temp = spawners[r.Next(spawners.Count)]; Vector3 changedV = floorPillars.gameObject.GetComponentInParent <Grid>().CellToWorld(v) + offset; SpawnerTile t = (SpawnerTile)ScriptableObject.CreateInstance("SpawnerTile");// SpawnerTile(temp.sprite, temp.spawnedEnemy, genWaves(AvgMobs, waves, spawners.Count), changedV); t.sprite = temp.sprite; t.spawnedEnemy = temp.spawnedEnemy; t.wavesTillSpawn = genWaves(AvgMobs, waves, initialSpawnersLeft); t.pos = changedV; t.player = player; t.f = this.gameObject; return(t); }
public SpawnTag(string tagString, SpawnerClass spawnClass, SpawnerType spawnType) { m_tagString = tagString; m_spawnClass = spawnClass; m_spawnType = spawnType; }