/// <summary> /// Trigger OnActive WaveSetting from DataBlock /// </summary> /// <param name="node">Spawnnode</param> /// <param name="type">SpawnType</param> public void TriggerOnActiveWave(AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer) { if (WardenObjectiveManager.HasValidWaveSettings(ObjectiveData.WavesOnActivate)) { TriggerWave(ObjectiveData.WavesOnActivate, node, type); } }
public void TriggerWave(Il2CppSystem.Collections.Generic.List <GenericEnemyWaveData> waveData, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer) { if (node == null) { node = Builder.GetStartingArea().m_courseNode; } WardenObjectiveManager.TriggerEnemyWaves(waveData, node, type); }
/// <summary> /// Trigger Multiple WaveSetting /// </summary> /// <param name="waveData">WaveData(s) to use for spawn</param> /// <param name="node">Spawnnode</param> /// <param name="type">SpawnType</param> public void TriggerWave(List <GenericEnemyWaveData> waveData, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer) { TriggerWave(waveData.ToIl2CppList(), node, type); }
/// <summary> /// Trigger Single WaveSetting /// </summary> /// <param name="waveData">WaveData to use for spawn</param> /// <param name="node">Spawnnode</param> /// <param name="type">SpawnType</param> public void TriggerWave(GenericEnemyWaveData waveData, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer) { TriggerWave(new GenericEnemyWaveData[] { waveData }.ToList(), node, type); }
public void TriggerWave(uint waveSetting, uint wavePopulation, float delay = 0.0f, AIG_CourseNode node = null, SurvivalWaveSpawnType type = SurvivalWaveSpawnType.InRelationToClosestAlivePlayer) { TriggerWave(new GenericEnemyWaveData() { WaveSettings = waveSetting, WavePopulation = wavePopulation, SpawnDelay = delay, TriggerAlarm = true }, node, type); }