Struct Spawner
Namespace: OblivionMp.Sdk.Serverside.Archetypes
Assembly: OblivionMp.Sdk.Serverside.dll
A leveled creature spawn point from the game, kept on the server only.
public readonly struct Spawner : 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
BaseId
public NetworkFormId BaseId { get; set; }
Property Value
NetworkFormId
IsValid
public bool IsValid { get; }
Property Value
Level
public ushort Level { get; set; }
Property Value
ParentCellKind
public ParentCellKind ParentCellKind { get; set; }
Property Value
ParentCellKind
ParentCellX
public int ParentCellX { get; set; }
Property Value
ParentCellY
public int ParentCellY { get; set; }
Property Value
Position
public Vector3 Position { get; set; }
Property Value
RefId
public uint RefId { get; set; }
Property Value
Rotation
public float Rotation { get; set; }
Property Value
Methods
As<T>()
public T As<T>() where T : struct, IArchetypeQueryable
Returns
T
Type Parameters
T
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 Spawner 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.
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T