public void Activate(uint enemyID, int count, LG_LayerType layer, eLocalZoneIndex zoneIndex, string areaName)
        {
            var enemies  = UnityEngine.Object.FindObjectsOfType <EnemyAgent>();
            int curCount = 0;

            for (int index = 0; index < enemies.Count && (count == -1 || curCount < count); index++)
            {
                var enemy = enemies[index];

                var node = enemy.CourseNode;
                if (node != null && node.LayerType == layer && node.m_zone.LocalIndex == zoneIndex && node.m_area.m_navInfo.Suffix.ToLower() == areaName)
                {
                    if (enemy.EnemyData.persistentID == enemyID && enemy.AI != null && enemy.Alive)
                    {
                        NM_NoiseData data = new NM_NoiseData()
                        {
                            noiseMaker = null,
                            position   = enemy.Position,
                            radiusMin  = 0f,
                            radiusMax  = 100f,
                            yScale     = 1f,
                            node       = enemy.CourseNode,
                            type       = NM_NoiseType.InstaDetect,
                            includeToNeightbourAreas = true,
                            raycastFirstNode         = false
                        };

                        NoiseManager.MakeNoise(data);
                        curCount++;
                    }
                }
            }
        }
        public static LG_Zone GetZone(LG_LayerType layer, eLocalZoneIndex index)
        {
            if (Builder.Current.m_currentFloor.TryGetZoneByLocalIndex(layer, index, out var zone))
            {
                return(zone);
            }

            return(null);
        }
 public void Activate(LG_LayerType layer, eLocalZoneIndex zoneIndex, eLocalZoneIndex buildFromIndex)
 {
     GameInfo.UnlockSecurityDoor(layer, zoneIndex, buildFromIndex);
 }
 public static bool TryGetZone(LG_LayerType layer, eLocalZoneIndex index, out LG_Zone zone)
 {
     return(Builder.Current.m_currentFloor.TryGetZoneByLocalIndex(layer, index, out zone));
 }