/// <summary> /// Spawns the NPCs for this <see cref="NPCSpawner"/>. /// </summary> void SpawnNPCs() { if (_npcs != null) { foreach (var npc in _npcs) { npc.DelayedDispose(); } } _npcs = new NPCSpawnerNPC[Amount]; for (var i = 0; i < Amount; i++) { Vector2?pos = RandomSpawnPosition(_characterTemplateBody); if (pos.HasValue) { Array values = Enum.GetValues(typeof(Direction)); // Get the direction var dir = _spawnDirection; if (dir == Direction.None) { dir = (Direction)values.GetValue(RandomHelper.NextInt(1, values.Length)); } NPCSpawnerNPC npc = new NPCSpawnerNPC(this, _map.World, _characterTemplate, _map, pos.Value, dir, _respawn); _npcs[i] = npc; } } }
/// <summary> /// Spawns the NPCs for this <see cref="NPCSpawner"/>. /// </summary> void SpawnNPCs() { if (_npcs != null) { foreach (var npc in _npcs) { npc.DelayedDispose(); } } _npcs = new NPCSpawnerNPC[Amount]; for (var i = 0; i < Amount; i++) { var pos = RandomSpawnPosition(); var npc = new NPCSpawnerNPC(this, _map.World, _characterTemplate, _map, pos); _npcs[i] = npc; } }
/// <summary> /// Spawns the NPCs for this <see cref="NPCSpawner"/>. /// </summary> void SpawnNPCs() { if (_npcs != null) { foreach (var npc in _npcs) { npc.DelayedDispose(); } } _npcs = new NPCSpawnerNPC[Amount]; for (var i = 0; i < Amount; i++) { Vector2?pos = RandomSpawnPosition(_characterTemplateBody); if (pos.HasValue) { NPCSpawnerNPC npc = new NPCSpawnerNPC(this, _map.World, _characterTemplate, _map, pos.Value); _npcs[i] = npc; } } }
/// <summary> /// Spawns the NPCs for this <see cref="NPCSpawner"/>. /// </summary> void SpawnNPCs() { if (_npcs != null) { foreach (var npc in _npcs) { npc.DelayedDispose(); } } _npcs = new NPCSpawnerNPC[Amount]; for (var i = 0; i < Amount; i++) { Vector2? pos = RandomSpawnPosition(_characterTemplateBody); if (pos.HasValue) { Array values = Enum.GetValues(typeof(Direction)); // Get the direction var dir = _spawnDirection; if (dir == Direction.None) dir = (Direction) values.GetValue(RandomHelper.NextInt(1, values.Length)); NPCSpawnerNPC npc = new NPCSpawnerNPC(this, _map.World, _characterTemplate, _map, pos.Value, dir, _respawn); _npcs[i] = npc; } } }
/// <summary> /// Spawns the NPCs for this <see cref="NPCSpawner"/>. /// </summary> void SpawnNPCs() { if (_npcs != null) { foreach (var npc in _npcs) { npc.DelayedDispose(); } } _npcs = new NPCSpawnerNPC[Amount]; for (var i = 0; i < Amount; i++) { Vector2? pos = RandomSpawnPosition(_characterTemplateBody); if (pos.HasValue) { NPCSpawnerNPC npc = new NPCSpawnerNPC(this, _map.World, _characterTemplate, _map, pos.Value); _npcs[i] = npc; } } }