TrySpawnResourceStock() публичный статический Метод

public static TrySpawnResourceStock ( IntVec3 rotatedOrigin, Rot4 rotation, ThingDef resourceDef, int stockWidth, int stockHeight, float spawnStockChance, int minQuantity, int maxQuantity ) : void
rotatedOrigin IntVec3
rotation Rot4
resourceDef ThingDef
stockWidth int
stockHeight int
spawnStockChance float
minQuantity int
maxQuantity int
Результат void
Пример #1
0
        public static void GenerateMediumRoomWarehouse(IntVec3 areaSouthWestOrigin, int zoneAbs, int zoneOrd, Rot4 rotation, ref OG_OutpostData outpostData)
        {
            const int stockWidth  = 3;
            const int stockHeight = 3;

            IntVec3 origin        = Zone.GetZoneOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd);
            IntVec3 rotatedOrigin = Zone.GetZoneRotatedOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd, rotation);

            OG_Common.GenerateEmptyRoomAt(rotatedOrigin + new IntVec3(1, 0, 1).RotatedBy(rotation), 9, 9, rotation, TerrainDefOf.Concrete, null, ref outpostData);

            // Spawn metal stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(2, 0, 2).RotatedBy(rotation), rotation, ThingDefOf.Steel, stockWidth, stockHeight, 0.6f, 10, 55);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(2, 0, 2).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn wood stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(6, 0, 2).RotatedBy(rotation), rotation, ThingDefOf.WoodLog, stockWidth, stockHeight, 0.8f, 20, 75);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(8, 0, 2).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn gold stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(2, 0, 6).RotatedBy(rotation), rotation, ThingDefOf.Gold, stockWidth, stockHeight, 0.3f, 2, 25);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(2, 0, 8).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn plasteel stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(6, 0, 6).RotatedBy(rotation), rotation, ThingDefOf.Plasteel, stockWidth, stockHeight, 0.5f, 5, 35);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(8, 0, 8).RotatedBy(rotation), Color.white, ref outpostData);

            // Spawn vertical and horizontal alley and doors.
            for (int xOffset = 2; xOffset <= 8; xOffset++)
            {
                Find.TerrainGrid.SetTerrain(rotatedOrigin + new IntVec3(xOffset, 0, 5).RotatedBy(rotation), TerrainDef.Named("PavedTile"));
            }
            for (int zOffset = 0; zOffset <= 10; zOffset++)
            {
                Find.TerrainGrid.SetTerrain(rotatedOrigin + new IntVec3(5, 0, zOffset).RotatedBy(rotation), TerrainDef.Named("PavedTile"));
            }
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(5, 0, 1).RotatedBy(rotation), ref outpostData);
            OG_Common.SpawnDoorAt(rotatedOrigin + new IntVec3(5, 0, 9).RotatedBy(rotation), ref outpostData);
        }
Пример #2
0
        public static void GenerateBigRoomWarehouse(IntVec3 areaSouthWestOrigin, int zoneAbs, int zoneOrd, Rot4 rotation, ref OG_OutpostData outpostData)
        {
            const int stockWidth  = 4;
            const int stockHeight = 4;

            IntVec3 origin        = Zone.GetZoneOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd);
            IntVec3 rotatedOrigin = Zone.GetZoneRotatedOrigin(areaSouthWestOrigin, zoneAbs, zoneOrd, rotation);

            OG_Common.GenerateEmptyRoomAt(rotatedOrigin, Genstep_GenerateOutpost.zoneSideSize, Genstep_GenerateOutpost.zoneSideSize, rotation, TerrainDefOf.Concrete, null, ref outpostData);
            // Spawn metal stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(1, 0, 1).RotatedBy(rotation), rotation, ThingDefOf.Steel, stockWidth, stockHeight, 0.6f, 10, 55);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(1, 0, 1).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn wood stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(6, 0, 1).RotatedBy(rotation), rotation, ThingDefOf.WoodLog, stockWidth, stockHeight, 0.8f, 20, 75);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(9, 0, 1).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn gold stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(1, 0, 6).RotatedBy(rotation), rotation, ThingDefOf.Gold, stockWidth, stockHeight, 0.3f, 2, 25);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(1, 0, 9).RotatedBy(rotation), Color.white, ref outpostData);
            // Spawn plasteel stock and lamp.
            OG_Common.TrySpawnResourceStock(rotatedOrigin + new IntVec3(6, 0, 6).RotatedBy(rotation), rotation, ThingDefOf.Plasteel, stockWidth, stockHeight, 0.5f, 5, 35);
            OG_Common.TrySpawnLampAt(rotatedOrigin + new IntVec3(9, 0, 9).RotatedBy(rotation), Color.white, ref outpostData);

            OG_Common.GenerateHorizontalAndVerticalPavedAlleys(origin);
        }