* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
24 lines
521 B
C#
24 lines
521 B
C#
using Content.Shared.EntityTable;
|
|
using Content.Shared.Storage;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Procedural.DungeonLayers;
|
|
|
|
|
|
/// <summary>
|
|
/// Spawns mobs inside of the dungeon randomly.
|
|
/// </summary>
|
|
public sealed partial class MobsDunGen : IDunGenLayer
|
|
{
|
|
// Counts separate to config to avoid some duplication.
|
|
|
|
[DataField]
|
|
public int MinCount = 1;
|
|
|
|
[DataField]
|
|
public int MaxCount = 1;
|
|
|
|
[DataField(required: true)]
|
|
public ProtoId<EntityTablePrototype> Contents;
|
|
}
|