/// <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);
        }
Esempio n. 2
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        /// <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
        }