public InteractableTemplate(GameObject interactablePrefab, Category interactableCategory, int selectionWeight = 3, bool sendOverNetwork = true, HullClassification hullSize = HullClassification.Golem, MapNodeGroup.GraphType nodeGraphType = MapNodeGroup.GraphType.Ground, int directorCreditCost = 15, bool occupyPosition = true, SpawnCard.EliteRules eliteRules = SpawnCard.EliteRules.Default, bool orientToFloor = true, bool slightlyRandomizeOrientation = false, bool skipSpawnWhenSacrificeArtifactEnabled = false, NodeFlags requiredFlags = NodeFlags.None, NodeFlags forbiddenFlags = NodeFlags.None, DirectorCore.MonsterSpawnDistance spawnDistance = DirectorCore.MonsterSpawnDistance.Standard, bool allowAmbushSpawn = true, bool preventOverhead = false, int minimumStageCompletions = 0, UnlockableDef requiredUnlockableDef = null, UnlockableDef forbiddenUnlockableDef = null, bool multiplayerOnly = false, int minimumCount = 0) { this.interactablePrefab = interactablePrefab; this.interactableCategory = interactableCategory; this.selectionWeight = selectionWeight; this.minimumCount = minimumCount; this.sendOverNetwork = sendOverNetwork; this.hullSize = hullSize; this.nodeGraphType = nodeGraphType; this.directorCreditCost = directorCreditCost; this.occupyPosition = occupyPosition; this.eliteRules = eliteRules; this.orientToFloor = orientToFloor; this.slightlyRandomizeOrientation = slightlyRandomizeOrientation; this.skipSpawnWhenSacrificeArtifactEnabled = skipSpawnWhenSacrificeArtifactEnabled; this.requiredFlags = requiredFlags; this.forbiddenFlags = forbiddenFlags; this.spawnDistance = spawnDistance; this.allowAmbushSpawn = allowAmbushSpawn; this.preventOverhead = preventOverhead; this.minimumStageCompletions = minimumStageCompletions; this.requiredUnlockableDef = requiredUnlockableDef; this.forbiddenUnlockableDef = forbiddenUnlockableDef; this.multiplayerOnly = multiplayerOnly; }
public InteractableTemplate() { this.minimumCount = 0; this.selectionWeight = 3; this.spawnDistance = DirectorCore.MonsterSpawnDistance.Standard; this.allowAmbushSpawn = true; this.preventOverhead = false; this.minimumStageCompletions = 0; this.sendOverNetwork = true; this.hullSize = HullClassification.Golem; this.nodeGraphType = MapNodeGroup.GraphType.Ground; this.requiredFlags = NodeFlags.None; this.forbiddenFlags = NodeFlags.None; this.directorCreditCost = 15; this.occupyPosition = true; this.eliteRules = SpawnCard.EliteRules.Default; this.orientToFloor = true; this.slightlyRandomizeOrientation = false; this.skipSpawnWhenSacrificeArtifactEnabled = false; this.multiplayerOnly = false; }
private static bool IsEarlyEliteDefAvailable(SpawnCard.EliteRules rules) { if (disableEarlyEliteDef || !Enabled) { return(false); } if (!Run.instance || Run.instance.ambientLevel < ZetArtifactsPlugin.LoopifactEliteLevel.Value) { return(false); } if (rules == SpawnCard.EliteRules.Lunar && CombatDirector.IsEliteOnlyArtifactActive()) { return(true); } if (rules == SpawnCard.EliteRules.Default && Run.instance.loopClearCount == 0) { return(true); } return(false); }
private bool SetAvailability(SpawnCard.EliteRules arg) { return(Run.instance.loopClearCount > 0 && arg == SpawnCard.EliteRules.Default); }
private bool SetAvailability(SpawnCard.EliteRules arg) { return(arg == SpawnCard.EliteRules.Default); }