Struct LeveledListTemplate
Namespace: OblivionMp.Sdk.Serverside.Archetypes
Assembly: OblivionMp.Sdk.Serverside.dll
A leveled list from the game files, kept on the server only.
public readonly struct LeveledListTemplate : IArchetype, IArchetypeQueryable, IEntityShape
Implements
IArchetype, IArchetypeQueryable, IEntityShape
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
CalcAllLevels
public bool CalcAllLevels { get; set; }
Property Value
CalcEachCount
public bool CalcEachCount { get; set; }
Property Value
ChanceNone
public byte ChanceNone { get; set; }
Property Value
CreatureTemplate
public FormId CreatureTemplate { get; set; }
Property Value
FormId
EntriesCount
public int EntriesCount { get; }
Property Value
Id
public FormId Id { get; set; }
Property Value
FormId
IsValid
public bool IsValid { get; }
Property Value
Methods
AddEntries(in LeveledListItem)
public void AddEntries(in LeveledListItem value)
Parameters
value LeveledListItem
As<T>()
public T As<T>() where T : struct, IArchetypeQueryable
Returns
T
Type Parameters
T
ClearEntries()
public void ClearEntries()
ContainsEntries(in LeveledListItem)
public bool ContainsEntries(in LeveledListItem value)
Parameters
value LeveledListItem
Returns
GetEntries()
public NativeList<LeveledListItem>.ReadOnly GetEntries()
Returns
NativeList<LeveledListItem>.ReadOnly
GetEntries(int)
public LeveledListItem GetEntries(int index)
Parameters
index int
Returns
LeveledListItem
InsertEntries(int, in LeveledListItem)
public void InsertEntries(int index, in LeveledListItem value)
Parameters
index int
value LeveledListItem
Is<T>()
public bool Is<T>() where T : struct, IArchetypeQueryable
Returns
Type Parameters
T
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public LeveledListTemplate Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.
RemoveAtEntries(int)
public LeveledListItem RemoveAtEntries(int index)
Parameters
index int
Returns
LeveledListItem
SetEntries(in NativeList<LeveledListItem>)
public void SetEntries(in NativeList<LeveledListItem> value)
Parameters
value NativeList<LeveledListItem>
SetEntries(int, in LeveledListItem)
public void SetEntries(int index, in LeveledListItem value)
Parameters
index int
value LeveledListItem
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T