v1.6.17.0 (Unto the Breach update)
This commit is contained in:
@@ -73,7 +73,7 @@ namespace Barotrauma
|
||||
|
||||
public static void AddSetEventPrefabsToList(List<EventPrefab> list, EventSet set)
|
||||
{
|
||||
list.AddRange(set.EventPrefabs.SelectMany(ep => ep.EventPrefabs));
|
||||
list.AddRange(set.EventPrefabs.SelectMany(ep => ep.EventPrefabs).Where(ep => !list.Contains(ep)));
|
||||
foreach (var childSet in set.ChildSets) { AddSetEventPrefabsToList(list, childSet); }
|
||||
}
|
||||
|
||||
@@ -111,6 +111,11 @@ namespace Barotrauma
|
||||
/// </summary>
|
||||
public readonly Identifier RequiredLayer;
|
||||
|
||||
/// <summary>
|
||||
/// If set, this spawn point tag must be present somewhere in the level.
|
||||
/// </summary>
|
||||
public readonly Identifier RequiredSpawnPointTag;
|
||||
|
||||
/// <summary>
|
||||
/// If set, the event set can only be chosen in locations of this type.
|
||||
/// </summary>
|
||||
@@ -207,7 +212,14 @@ namespace Barotrauma
|
||||
/// monsters in addition to the vanilla monsters spawned by vanilla sets, without you having to add your custom monsters to every single vanilla set.
|
||||
/// </summary>
|
||||
public readonly bool Additive;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// This will force the game to always choose this event set if it's suitable for the current level.
|
||||
/// If the set is additive, it is guaranteed to get chosen regardless of what other sets get selected.
|
||||
/// If the set is NOT additive, the game will choose the first available non-additive set that is configured to be always selected.
|
||||
/// </summary>
|
||||
public readonly bool SelectAlways;
|
||||
|
||||
/// <summary>
|
||||
/// The commonness of the event set (i.e. how likely it is for this specific set to be chosen).
|
||||
/// </summary>
|
||||
@@ -349,7 +361,8 @@ namespace Barotrauma
|
||||
MinLevelDifficulty = element.GetAttributeFloat("minleveldifficulty", 0);
|
||||
MaxLevelDifficulty = Math.Max(element.GetAttributeFloat("maxleveldifficulty", 100), MinLevelDifficulty);
|
||||
|
||||
Additive = element.GetAttributeBool("additive", false);
|
||||
Additive = element.GetAttributeBool(nameof(Additive), false);
|
||||
SelectAlways = element.GetAttributeBool(nameof(SelectAlways), false);
|
||||
|
||||
string levelTypeStr = element.GetAttributeString("leveltype", parentSet?.LevelType.ToString() ?? "LocationConnection");
|
||||
if (!Enum.TryParse(levelTypeStr, true, out LevelType))
|
||||
@@ -392,6 +405,7 @@ namespace Barotrauma
|
||||
CampaignTutorialOnly = element.GetAttributeBool(nameof(CampaignTutorialOnly), parentSet?.CampaignTutorialOnly ?? false);
|
||||
|
||||
RequiredLayer = element.GetAttributeIdentifier(nameof(RequiredLayer), Identifier.Empty);
|
||||
RequiredSpawnPointTag = element.GetAttributeIdentifier(nameof(RequiredSpawnPointTag), Identifier.Empty);
|
||||
|
||||
ForceAtDiscoveredNr = element.GetAttributeInt(nameof(ForceAtDiscoveredNr), -1);
|
||||
ForceAtVisitedNr = element.GetAttributeInt(nameof(ForceAtVisitedNr), -1);
|
||||
|
||||
Reference in New Issue
Block a user