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Runtime Spawner 1.5.0
Generic Runtime spawn and instance pooling system for spawning random AI agents around a map. Works with ANY AI system easily.
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Describes when and how to spawn a single special encounter. Evaluated by SpecialEncounterManager on a cadence, subject to intensity step, player/telemetry gates, and placement constraints. More...
Public Attributes | |
| string | name = "New Rule" |
Display name used for analytics and bookkeeping (also emitted as SpawnMeta.SourceName). | |
| SpawnEntry | entry |
| The spawn entry (prefab & grouping options) to instantiate when this rule fires. | |
| int | maxAlive = 1 |
| float | cooldownSeconds = 90f |
| Cooldown after a successful spawn before this rule may fire again. | |
| float | evalEverySeconds = 3f |
| How often (in seconds) to re-evaluate this rule while it is eligible. | |
| Vector2Int | stepRange = new Vector2Int(0, 99) |
| Inclusive intensity step range in which this rule is valid (x = min, y = max). | |
| float | minPressure = -1f |
| Minimum pressure required for this rule to pass. Use -1 to ignore. | |
| float | minAvgPlayerHP = -1f |
| Minimum average player HP required for this rule to pass. Use -1 to ignore. | |
| Vector2 | distanceRange = new Vector2(18f, 32f) |
| bool | requireNoLOS = true |
| If true, requires an occluder between player and spawn point (no direct LOS). | |
| string | spawnTag = "Flank" |
Optional semantic tag used to choose a matching WaveSpawnPoint (e.g., "Flank", "Ambush", "Far"). Also emitted as SpawnMeta.SpawnTag. | |
Describes when and how to spawn a single special encounter. Evaluated by SpecialEncounterManager on a cadence, subject to intensity step, player/telemetry gates, and placement constraints.
| float MegaCrush.Spawner.SpecialRule.cooldownSeconds = 90f |
Cooldown after a successful spawn before this rule may fire again.
| Vector2 MegaCrush.Spawner.SpecialRule.distanceRange = new Vector2(18f, 32f) |
| SpawnEntry MegaCrush.Spawner.SpecialRule.entry |
The spawn entry (prefab & grouping options) to instantiate when this rule fires.
| float MegaCrush.Spawner.SpecialRule.evalEverySeconds = 3f |
How often (in seconds) to re-evaluate this rule while it is eligible.
| int MegaCrush.Spawner.SpecialRule.maxAlive = 1 |
| float MegaCrush.Spawner.SpecialRule.minAvgPlayerHP = -1f |
Minimum average player HP required for this rule to pass. Use -1 to ignore.
| float MegaCrush.Spawner.SpecialRule.minPressure = -1f |
Minimum pressure required for this rule to pass. Use -1 to ignore.
| string MegaCrush.Spawner.SpecialRule.name = "New Rule" |
Display name used for analytics and bookkeeping (also emitted as SpawnMeta.SourceName).
| bool MegaCrush.Spawner.SpecialRule.requireNoLOS = true |
If true, requires an occluder between player and spawn point (no direct LOS).
| string MegaCrush.Spawner.SpecialRule.spawnTag = "Flank" |
Optional semantic tag used to choose a matching WaveSpawnPoint (e.g., "Flank", "Ambush", "Far"). Also emitted as SpawnMeta.SpawnTag.
| Vector2Int MegaCrush.Spawner.SpecialRule.stepRange = new Vector2Int(0, 99) |
Inclusive intensity step range in which this rule is valid (x = min, y = max).