/// <summary> /// Creates new monster group. /// </summary> /// <param name="name"></param> /// <param name="puzzle"></param> /// <param name="place"></param> /// <param name="spawnPosition"></param> public MonsterGroup(string name, Puzzle puzzle, PuzzlePlace place, Placement spawnPosition = Placement.Random) { _monsters = new List<NPC>(); this.Name = name; this.Puzzle = puzzle; this.Place = place; _spawnPosition = spawnPosition; }
/// <summary> /// Creates new puzzle place. /// </summary> /// <param name="section"></param> /// <param name="puzzle"></param> /// <param name="name"></param> public PuzzlePlace(DungeonFloorSection section, Puzzle puzzle, string name) { _placementProviders = new Dictionary<Placement, PlacementProvider>(); this.Doors = new Door[] { null, null, null, null }; _section = section; _name = name; this.PlaceIndex = -1; this.Puzzle = puzzle; }
public Puzzle NewPuzzle(Dungeon dungeon, DungeonFloorData floorData, DungeonPuzzleData puzzleData, PuzzleScript puzzleScript) { var puzzle = new Puzzle(dungeon, this, floorData, puzzleData, puzzleScript); this.Puzzles.Add(puzzle); return puzzle; }
public virtual void OnMonsterDead(Puzzle puzzle, MonsterGroup group) { }
public virtual void OnMobAllocated(Puzzle puzzle, MonsterGroup group) { }
public virtual void OnPropEvent(Puzzle puzzle, Prop prop) { }
public virtual void OnPuzzleCreate(Puzzle puzzle) { }
public virtual void OnPrepare(Puzzle puzzle) { }
public Chest(Puzzle puzzle, string name) : this(puzzle.Dungeon.Data.ChestId, name) { }
public LockedChest(Puzzle puzzle, string name, string key) : this(puzzle.Dungeon.Data.ChestId, name, key) { }