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"
This commit is contained in:
IgorAnt028
2024-07-31 19:09:51 +03:00
committed by GitHub
parent 282292fdae
commit 5eb6425c42
2 changed files with 26 additions and 0 deletions

View File

@@ -6,14 +6,25 @@ namespace Content.Server.Spawners.Components
[Virtual]
public partial class ConditionalSpawnerComponent : Component
{
/// <summary>
/// A list of entities, one of which can spawn in after calling Spawn()
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public List<EntProtoId> Prototypes { get; set; } = new();
/// <summary>
/// A list of game rules.
/// If at least one of them was launched in the game,
/// an attempt will occur to spawn one of the objects in the Prototypes list
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public List<EntProtoId> GameRules = new();
/// <summary>
/// Chance of spawning an entity
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float Chance { get; set; } = 1.0f;

View File

@@ -5,18 +5,33 @@ namespace Content.Server.Spawners.Components
[RegisterComponent, EntityCategory("Spawner")]
public sealed partial class RandomSpawnerComponent : ConditionalSpawnerComponent
{
/// <summary>
/// A list of rarer entities that can spawn with the RareChance
/// instead of one of the entities in the Prototypes list.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public List<EntProtoId> RarePrototypes { get; set; } = new();
/// <summary>
/// The chance that a rare prototype may spawn instead of a common prototype
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float RareChance { get; set; } = 0.05f;
/// <summary>
/// Scatter of entity spawn coordinates
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField]
public float Offset { get; set; } = 0.2f;
/// <summary>
/// A variable meaning whether the spawn will
/// be able to be used again or whether
/// it will be destroyed after the first use
/// </summary>
[DataField]
public bool DeleteSpawnerAfterSpawn = true;
}