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Third Person Cover Shooter
1.6
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A version of SpawnGroup that triggers when a certain team has less members than specified. More...
Public Attributes | |
| int | TriggerSide = 0 |
| Team whose members are counted to check the trigger. More... | |
| int | TriggerCount = 0 |
| Number of actors left to trigger a new wave. More... | |
| float | TriggerDelay = 1.0f |
| Time in seconds to wait before spawning a new wave. More... | |
Public Attributes inherited from CoverShooter.SpawnGroup | |
| SpawnPoint [] | SpawnPointOverride |
| Positions at which the characters are spawned. More... | |
| GameObject [] | PrefabOverride |
| Prefabs to use when spawning. More... | |
| bool | OnlyOverrideEmptySpawnPoints = true |
| Should the PrefabOverride be used only on the spawn points that have no prefabs specified. More... | |
| SpawnGroup | Secondary |
| Another spawn group to trigger instead by random chance. More... | |
| float | SecondaryChance = 0.5f |
| Chance that a secondary spawn group will be used. More... | |
| float | MinInterval = 1 |
| Time in seconds before another call to spawn is allowed. More... | |
Additional Inherited Members | |
Public Member Functions inherited from CoverShooter.SpawnGroup | |
| void | Spawn (Actor caller) |
| Instantiates prefabs on all spawn points. More... | |
| IEnumerable< GameObject > | SpawnAndReturn (int max, Actor caller, bool isForced=false) |
| Instantiates and returns prefabs on all spawn points. More... | |
| IEnumerable< GameObject > | SpawnAndReturn (int max, GameObject[] prefabs, Actor caller, bool isForced=false) |
| Instantiates and returns given prefabs on all spawn points. More... | |
Properties inherited from CoverShooter.SpawnGroup | |
| IEnumerable< SpawnPoint > | Points [get] |
| Returns active spawn points. More... | |
A version of SpawnGroup that triggers when a certain team has less members than specified.
| int CoverShooter.TriggerCountWave.TriggerCount = 0 |
Number of actors left to trigger a new wave.
| float CoverShooter.TriggerCountWave.TriggerDelay = 1.0f |
Time in seconds to wait before spawning a new wave.
| int CoverShooter.TriggerCountWave.TriggerSide = 0 |
Team whose members are counted to check the trigger.