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KMComponentPool
[Serializable]
public class KMComponentPool
Used on missions to select a random or a specified module. (Not a Unity component, mainly used when creating missions.)
public int Count;
Number of modules to appear using this pool
public ComponentSource AllowedSources
Specify where should modules be selected from (Default: Base
)
public List<ComponentTypeEnum> ComponentTypes;
List of vanilla module types.
public SpecialComponentTypeEnum SpecialComponentType;
Special type used for module randomization
public List<string> ModTypes;
List of module IDs (mainly used for modded modules)
[Flags]
public enum ComponentSource
Controls where this pool will draw from.
Values: Base
, Mods
public enum SpecialComponentTypeEnum
Controls whether the modules will be chosen dynamically at runtime from whatever modules are loaded.
Values: None
, ALL_SOLVABLE
, ALL_NEEDY
Set to None
to select specific module types.
public enum ComponentTypeEnum
The module types in the base game.
Values: Empty
, Timer
, Wires
, BigButton
, Keypad
, Simon
, WhosOnFirst
, Memory
, Morse
, Venn
, WireSequence
, Maze
, Password
, NeedyVentGas
, NeedyCapacitor
, NeedyKnob
- KMAudio
- KMBomb
- KMBombFace
- KMBombInfo
- KMBombModule
- KMComponentPool
- KMGameCommands
- KMGameInfo
- KMGamepad
- KMGameplayRoom
- KMGeneratorSetting
- KMHighlightable
- KMHoldable
- KMHoldableSpawnPoint
- KMMaterialInfo
- KMMission
- KMMissionTableOfContents
- KMModSettings
- KMModuleBacking
- KMNeedyModule
- KMRoom
- KMSelectable
- KMService
- KMSetupRoom
- KMSoundOverride
- KMStatusLightParent
- KMWidget