Class: Monster
- Namespace:
Global - Assembly:
Dew.Core.dll - Inheritance / Derived: DewNetworkBehaviour → Actor → Entity → BossMonster → Mon_DreamTeller → Mon_RedGiant → Mon_RedMan
csharp
public class Monster : Entity, ILogicUpdate, ICleanup, ICustomDestroyRoutineFields
| Name | Declaration | Description |
|---|---|---|
chasePredictiveness | `[BoxGroup("Monster Settings", true, false, 0)] | |
| public float chasePredictiveness` | ||
chaseRandomness | `[BoxGroup("Monster Settings", true, false, 0)] | |
| public float chaseRandomness` | ||
disableLoot | `[NonSerialized] | |
| public bool disableLoot` | ||
type | `[BoxGroup("Monster Settings", true, false, 0)] | |
| public Monster.MonsterType type` |
Properties
| Name | Declaration | Description |
|---|---|---|
campPosition | `[SaveVar(SaveVarFlags.Default)] | |
| public Vector3? campPosition { get; }` | Available on server. | |
defaultOwner | protected override DewPlayer defaultOwner { get; } | |
isHunter | public bool isHunter { get; set; } | |
populationCost | public float populationCost { get; set; } | |
spawnPosOverride | public virtual Vector3? spawnPosOverride { get; } | Override spawn position for this monster. This has higher priority than all other spawn pos overrides. |
spawnRotOverride | public virtual Quaternion? spawnRotOverride { get; } | Override spawn rotation for this monster. This has higher priority than all other spawn rot overrides. |
Methods
AIUpdate(ref EntityAIContext)
csharp
protected override void AIUpdate(ref EntityAIContext context)Parameters:
| Name | Type | Description |
|---|---|---|
context | EntityAIContext |
GetStaggerSettings()
csharp
protected override Entity.StaggerSettings GetStaggerSettings()Returns: Entity.StaggerSettings
OnCreate()
csharp
protected override void OnCreate()OnDestroyActor()
csharp
protected override void OnDestroyActor()OnStartServer()
csharp
public override void OnStartServer()