A small addition to the documentation (#30506)
* Completion of documentation Comments have been added to ConditionalSpawnerComponent and RandomSpawnerComponent * Appear fix Some fixes with word "appear"
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@@ -6,14 +6,25 @@ namespace Content.Server.Spawners.Components
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[Virtual]
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public partial class ConditionalSpawnerComponent : Component
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{
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/// <summary>
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/// A list of entities, one of which can spawn in after calling Spawn()
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public List<EntProtoId> Prototypes { get; set; } = new();
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/// <summary>
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/// A list of game rules.
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/// If at least one of them was launched in the game,
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/// an attempt will occur to spawn one of the objects in the Prototypes list
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public List<EntProtoId> GameRules = new();
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/// <summary>
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/// Chance of spawning an entity
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float Chance { get; set; } = 1.0f;
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@@ -5,18 +5,33 @@ namespace Content.Server.Spawners.Components
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[RegisterComponent, EntityCategory("Spawner")]
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public sealed partial class RandomSpawnerComponent : ConditionalSpawnerComponent
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{
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/// <summary>
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/// A list of rarer entities that can spawn with the RareChance
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/// instead of one of the entities in the Prototypes list.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public List<EntProtoId> RarePrototypes { get; set; } = new();
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/// <summary>
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/// The chance that a rare prototype may spawn instead of a common prototype
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float RareChance { get; set; } = 0.05f;
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/// <summary>
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/// Scatter of entity spawn coordinates
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public float Offset { get; set; } = 0.2f;
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/// <summary>
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/// A variable meaning whether the spawn will
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/// be able to be used again or whether
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/// it will be destroyed after the first use
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/// </summary>
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[DataField]
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public bool DeleteSpawnerAfterSpawn = true;
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}
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