Salvage magnet revamp (#23119)
* Generic offering window * More work * weh * Parity * Progression meter * magnet * rona * PG asteroid work * code red * Asteroid spawnings * clams * a * Marker fixes * More fixes * Workings of biome asteroids * A * Fix this loading code * a * Fix masking * weh * Fixes * Magnet claiming * toe * petogue * magnet * Bunch of fixes * Fix default * Fixes * asteroids * Fix offerings * Localisation and a bunch of fixes * a * Fixes * Preliminary draft * Announcement fixes * Fixes and bump spawn rate * Fix asteroid spawns and UI * More fixes * Expeditions fix * fix * Gravity * Fix announcement rounding * a * Offset tweak * sus * jankass * Fix merge
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using Content.Shared.Parallax.Biomes.Markers;
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using Content.Shared.Procedural.PostGeneration;
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using Content.Shared.Random;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Spawns the specified marker layer on top of the dungeon rooms.
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/// </summary>
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public sealed partial class BiomeMarkerLayerPostGen : IPostDunGen
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{
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/// <summary>
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/// How many times to spawn marker layers; can duplicate.
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/// </summary>
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[DataField]
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public int Count = 6;
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[DataField(required: true)]
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public ProtoId<WeightedRandomPrototype> MarkerTemplate;
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}
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