DungeonData rework (#37172)
* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
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@@ -76,6 +76,18 @@ public static class EntitySpawnCollection
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public float CumulativeProbability { get; set; } = 0f;
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}
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public static List<string> GetSpawns(ProtoId<EntitySpawnEntryPrototype> proto, IPrototypeManager? protoManager = null, IRobustRandom? random = null)
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{
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IoCManager.Resolve(ref protoManager, ref random);
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return GetSpawns(protoManager.Index(proto).Entries, random);
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}
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public static List<string?> GetSpawns(ProtoId<EntitySpawnEntryPrototype> proto, System.Random random, IPrototypeManager? protoManager = null)
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{
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IoCManager.Resolve(ref protoManager);
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return GetSpawns(protoManager.Index(proto).Entries, random);
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}
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/// <summary>
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/// Using a collection of entity spawn entries, picks a random list of entity prototypes to spawn from that collection.
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/// </summary>
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