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Class: RoomMonsters ​

csharp
[RoomComponentStartDependency(typeof(RoomModifiers))]
public class RoomMonsters : RoomComponent, ILogicUpdate

Fields ​

NameDeclarationDescription
addedHunterChancepublic float addedHunterChance
addedMirageChancepublic float addedMirageChance
campDensity`[InfoBox("@Mathf.RoundToInt(campDensity * GetComponent<RoomMap>().mapData.area) + " Camps"", InfoMessageType.Info, null)]
[HideIf("disableEnvSpawn", true)]
public float campDensity`
campPopulation`[HideIf("disableEnvSpawn", true)]
public Vector2 campPopulation`
CampWanderRangepublic const float CampWanderRange = 6
clearRoomOnClearAllCombatAreas`[ToggleLeft]
public bool clearRoomOnClearAllCombatAreas`
CombatAreaScoreRandomnesspublic const float CombatAreaScoreRandomness = 0.3
defaultRulepublic MonsterSpawnRule defaultRule
destroyedSceneIds`[NonSerialized]
[SaveVar(SaveVarFlags.Default)]
public List<ulong> destroyedSceneIds`Available on server. Ids of objects that were in the room but has been destroyed.
disableEnvSpawn`[Space(16)]
public bool disableEnvSpawn`
disableMiniBossRewards`[NonSerialized]
public bool disableMiniBossRewards`
envSpawnPoolOverride`[HideIf("disableEnvSpawn", true)]
public MonsterPool envSpawnPoolOverride`
insertedCombatAreaspublic int insertedCombatAreas
maxPopulationMultiplierpublic float maxPopulationMultiplier
onAfterSpawnpublic SafeAction&lt;Entity&gt; onAfterSpawnCalled on server.
onBeforeSpawnpublic SafeAction&lt;Entity&gt; onBeforeSpawnCalled on server.
ongoingSpawnspublic Dictionary&lt;SpawnMonsterSettings, Coroutine&gt; ongoingSpawnsAvailable on server.
onWelcomingSpawnEndpublic SafeAction onWelcomingSpawnEnd
onWelcomingSpawnStartpublic SafeAction onWelcomingSpawnStart
OverpopulationStallDelayMaxpublic const float OverpopulationStallDelayMax = 1.5
OverpopulationStallDelayMinpublic const float OverpopulationStallDelayMin = 0.5
SpawnDelayMaxpublic const float SpawnDelayMax = 0.5
SpawnDelayMinpublic const float SpawnDelayMin = 0.1
spawnedPopMultiplierpublic float spawnedPopMultiplier

Properties ​

NameDeclarationDescription
didSetupCombatAreaspublic bool didSetupCombatAreas { get; }
isDoingHunterWelcomingSpawnpublic bool isDoingHunterWelcomingSpawn { get; }Available on server.

Methods ​

ActiveLogicUpdate(float) ​

csharp
protected override void ActiveLogicUpdate(float dt)

Parameters:

NameTypeDescription
dtfloat

FinishAllOngoingSpawns() ​

csharp
public void FinishAllOngoingSpawns()

OnRoomStart() ​

csharp
public override void OnRoomStart()

OnRoomStartServer() ​

csharp
public override void OnRoomStartServer()

OnRoomStop() ​

csharp
public override void OnRoomStop()

OnRoomStopServer() ​

csharp
public override void OnRoomStopServer()

OverrideMonsterType(Monster) ​

Make this room spawn a single type of monsters. This cannot be undone.

csharp
public void OverrideMonsterType(Monster m)

Parameters:

NameTypeDescription
mMonster

RemoveAllCamps() ​

Remove all camps and any spawned entities.

csharp
public void RemoveAllCamps()

SelectMiniBoss(out Entity, out MiniBossEffect, DewRandom) ​

csharp
public void SelectMiniBoss(out Entity entity, out MiniBossEffect effect, DewRandom random)

Parameters:

NameTypeDescription
entityEntity
effectMiniBossEffect
randomDewRandom

SpawnMiniBoss(SpawnMonsterSettings, Entity, StatusEffect) ​

csharp
public void SpawnMiniBoss(SpawnMonsterSettings settings, Entity ent = null, StatusEffect se = null)

Parameters:

NameTypeDescription
settingsSpawnMonsterSettings
entEntity
seStatusEffect

SpawnMonsters(SpawnMonsterSettings) ​

csharp
public void SpawnMonsters(SpawnMonsterSettings settings)

Parameters:

NameTypeDescription
settingsSpawnMonsterSettings

SpawnMonstersAsync(SpawnMonsterSettings) ​

csharp
public UniTask SpawnMonstersAsync(SpawnMonsterSettings settings)

Parameters:

NameTypeDescription
settingsSpawnMonsterSettings

Returns: Cysharp.Threading.Tasks.UniTask

Maintained by the Shape of Dreams Modding Community