Class BaseAreaConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Area.BlueprintArea.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Area
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseAreaConfigurator<T, TBuilder> : BaseAreaPartConfigurator<T, TBuilder> where T : BlueprintArea where TBuilder : BaseAreaConfigurator<T, TBuilder>
Type Parameters
Name | Description |
---|---|
T | |
TBuilder |
Remarks
Each supported blueprint type has a corresponding Configurator
class to create and modify blueprints of
that type, e.g. FeatureConfigurator supports BlueprintFeature
. Configurators exist for all
blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the
base game.
Creating a Blueprint
Use New(string, string)
to create a blueprint:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)
Once New()
is called the blueprint is added to the game library and can be referenced.
Using the Configurator
New()
returns a configurator with methods to set or modify blueprint fields and add or modify
Kingmaker.Blueprints.BlueprintComponent:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();
Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until
Configure()
is called, at which point the changes are applied and validated. Potential problems with the
blueprint are logged as warnings.
Modifying an Existing Blueprint
Use For(Blueprint)
to modify existing blueprints:
CharacterClassConfigurator.For(WizardClassGuid)
Usage is otherwise identical to creating a new blueprint.
For more information see Using BlueprintCore.
Constructors
| Improve this Doc View SourceBaseAreaConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseAreaConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddCampingEncounterIncreaseDifficulty(Nullable<Single>, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.RandomEncounters.CampingEncounterIncreaseDifficulty
Declaration
public TBuilder AddCampingEncounterIncreaseDifficulty(float? increaseChance = null, int? increaseDifficulty = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Single> | increaseChance | |
System.Nullable<System.Int32> | increaseDifficulty | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- DLC2_Graveyardcda59ec4352849febaf0bf52fd55074d
- DLC2_RichQuartercaf98d57bafa456d9a0afc98f25fe720
AddCombatRandomEncounterAreaSettings(GlobalMapZone[], Blueprint<BlueprintAreaEnterPointReference>, CombatRandomEncounterAreaSettings.Formation[], Blueprint<BlueprintAreaEnterPointReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.RandomEncounters.Settings.CombatRandomEncounterAreaSettings
Declaration
public TBuilder AddCombatRandomEncounterAreaSettings(GlobalMapZone[] allowedNaturalSettings = null, Blueprint<BlueprintAreaEnterPointReference> defaultEnterPoint = null, CombatRandomEncounterAreaSettings.Formation[] formations = null, Blueprint<BlueprintAreaEnterPointReference> goodAvoidanceEnterPoint = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Enums.GlobalMapZone[] | allowedNaturalSettings | |
Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | defaultEnterPoint | Blueprint of type BlueprintAreaEnterPoint. You can pass in the blueprint using:
|
Kingmaker.RandomEncounters.Settings.CombatRandomEncounterAreaSettings.Formation[] | formations | |
Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | goodAvoidanceEnterPoint | Blueprint of type BlueprintAreaEnterPoint. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- RE_KareliaCanyon03fca664fc43fb040aae42bb0f41c23c
- RE_SarkorisDisaster_2c7125176689d3814199266e2ad2c3077
- RE_WoundedForestda702e8d79c6046439c17e7e9cbfd758
AddDungeonArea(DungeonRoomSettings, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, EntityReference, List<DungeonRoomSettings>)
Adds Kingmaker.Dungeon.Blueprints.DungeonArea
Declaration
public TBuilder AddDungeonArea(DungeonRoomSettings exterior = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? modifyUnitsFaction = null, EntityReference rewardScriptZone = null, List<DungeonRoomSettings> rooms = null)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Dungeon.Blueprints.DungeonRoomSettings | exterior | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<System.Boolean> | modifyUnitsFaction | Tooltip: Switch the spawned units faction to the one set in the dungeon root |
Kingmaker.Blueprints.EntityReference | rewardScriptZone | |
System.Collections.Generic.List<Kingmaker.Dungeon.Blueprints.DungeonRoomSettings> | rooms |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- DLC3_Alushinyrra_Whorehouse_lvl_01e25e817958684dbaa34f741ba66bbe8f
- DLC3_Island_PiratesBesmar_3ac831d4ca7854fe5a36f355d530929cc
- FireDungeon_lvl_01578e9e6c28c34bb980f721add45615e0
AddEveryDayTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.EveryDayTrigger
Declaration
public TBuilder AddEveryDayTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipDays = null)
Parameters
Type | Name | Description |
---|---|---|
ActionsBuilder | actions | |
ConditionsBuilder | condition | |
System.Nullable<System.Int32> | skipDays |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AutoKingdomProjectsControllerCh3b31b96dd34f8415382c8ec26787364d3
- FlagTrickster3Economy4b833c6fcdfa47918927d80edf7ef9ae
- SettlementsTracker_buff71dd611cd70443fcb04f0dce3bda76ef
AddEveryWeekTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.EveryWeekTrigger
Declaration
public TBuilder AddEveryWeekTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipWeeks = null)
Parameters
Type | Name | Description |
---|---|---|
ActionsBuilder | actions | |
ConditionsBuilder | condition | |
System.Nullable<System.Int32> | skipWeeks |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- FlagTrickster1Money6c97784129e5492fa08496f2d4139f22
AddOverrideCampingAction(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, Nullable<Boolean>)
Adds Kingmaker.Blueprints.Area.OverrideCampingAction
Declaration
public TBuilder AddOverrideCampingAction(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, ActionsBuilder onRestActions = null, bool? skipRest = null)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
ActionsBuilder | onRestActions | |
System.Nullable<System.Boolean> | skipRest |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AzataIsland31bab5549f7ea384186159a238360c8d
- DLC3_BloodIvory_lvl_08871be5663e764a87b733d0ef472ede13
- WarCamp7a25c101fe6f7aa46b192db13373d03b
AddSettlementAISettings(Blueprint<SettlementBuildListReference>, Blueprint<SettlementBuildListReference>, Blueprint<SettlementBuildListReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Kingdom.AI.SettlementAISettings
Declaration
public TBuilder AddSettlementAISettings(Blueprint<SettlementBuildListReference> aIBuildListCity = null, Blueprint<SettlementBuildListReference> aIBuildListTown = null, Blueprint<SettlementBuildListReference> aIBuildListVillage = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> | aIBuildListCity | Blueprint of type SettlementBuildList. You can pass in the blueprint using:
|
Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> | aIBuildListTown | Blueprint of type SettlementBuildList. You can pass in the blueprint using:
|
Blueprint<Kingmaker.Blueprints.SettlementBuildListReference> | aIBuildListVillage | Blueprint of type SettlementBuildList. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- DireNarlmarches2324df9aed3e41941823f4431ccabe48
- Outskirtsb383f239d93c0854eafde50bc583226f
- Varnhold_Water8928e6ab3ff319d458453f1e037d2205
AddToHotAreas(Blueprint<BlueprintAreaReference>[])
Adds to the contents of Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas
Declaration
public TBuilder AddToHotAreas(params Blueprint<BlueprintAreaReference>[] hotAreas)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference>[] | hotAreas | Tooltip: Areas, which scenes should be kept loaded when switching to this area Blueprint of type BlueprintArea. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
AddToLoadingScreenSprites(AssetLink<SpriteLink>[])
Adds to the contents of Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites
Declaration
public TBuilder AddToLoadingScreenSprites(params AssetLink<SpriteLink>[] loadingScreenSprites)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.SpriteLink>[] | loadingScreenSprites | You can pass in the animation using a SpriteLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
AddToParts(Blueprint<BlueprintAreaPartReference>[])
Adds to the contents of Kingmaker.Blueprints.Area.BlueprintArea.m_Parts
Declaration
public TBuilder AddToParts(params Blueprint<BlueprintAreaPartReference>[] parts)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaPartReference>[] | parts | Blueprint of type BlueprintAreaPart. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
ClearHotAreas()
Removes all elements from Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas
Declaration
public TBuilder ClearHotAreas()
Returns
Type | Description |
---|---|
TBuilder |
ClearLoadingScreenSprites()
Removes all elements from Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites
Declaration
public TBuilder ClearLoadingScreenSprites()
Returns
Type | Description |
---|---|
TBuilder |
ClearParts()
Removes all elements from Kingmaker.Blueprints.Area.BlueprintArea.m_Parts
Declaration
public TBuilder ClearParts()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintArea>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArea>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintArea>> | blueprint | |
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
CopyFrom(Blueprint<BlueprintReference<BlueprintArea>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintArea>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Area.BlueprintArea>> | blueprint | |
System.Type[] | componentTypes | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
ModifyAreaName(Action<LocalizedString>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.AreaName by invoking the provided action.
Declaration
public TBuilder ModifyAreaName(Action<LocalizedString> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyCampingSettings(Action<CampingSettings>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.CampingSettings by invoking the provided action.
Declaration
public TBuilder ModifyCampingSettings(Action<CampingSettings> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.Area.CampingSettings> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyDefaultPreset(Action<BlueprintAreaPresetReference>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.m_DefaultPreset by invoking the provided action.
Declaration
public TBuilder ModifyDefaultPreset(Action<BlueprintAreaPresetReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintAreaPresetReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyHotAreas(Action<BlueprintAreaReference>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas by invoking the provided action on each element.
Declaration
public TBuilder ModifyHotAreas(Action<BlueprintAreaReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintAreaReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyLoadingScreenSprites(Action<SpriteLink>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites by invoking the provided action on each element.
Declaration
public TBuilder ModifyLoadingScreenSprites(Action<SpriteLink> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ResourceLinks.SpriteLink> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyParts(Action<BlueprintAreaPartReference>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.m_Parts by invoking the provided action on each element.
Declaration
public TBuilder ModifyParts(Action<BlueprintAreaPartReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintAreaPartReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyRandomEncounterSettings(Action<RandomEncounterSettings>)
Modifies Kingmaker.Blueprints.Area.BlueprintArea.RandomEncounterSettings by invoking the provided action.
Declaration
public TBuilder ModifyRandomEncounterSettings(Action<RandomEncounterSettings> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.Area.RandomEncounterSettings> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromHotAreas(Blueprint<BlueprintAreaReference>[])
Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas
Declaration
public TBuilder RemoveFromHotAreas(params Blueprint<BlueprintAreaReference>[] hotAreas)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference>[] | hotAreas | Tooltip: Areas, which scenes should be kept loaded when switching to this area Blueprint of type BlueprintArea. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromHotAreas(Func<BlueprintAreaReference, Boolean>)
Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas that match the provided predicate.
Declaration
public TBuilder RemoveFromHotAreas(Func<BlueprintAreaReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Blueprints.BlueprintAreaReference, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromLoadingScreenSprites(AssetLink<SpriteLink>[])
Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites
Declaration
public TBuilder RemoveFromLoadingScreenSprites(params AssetLink<SpriteLink>[] loadingScreenSprites)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.SpriteLink>[] | loadingScreenSprites | You can pass in the animation using a SpriteLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromLoadingScreenSprites(Func<SpriteLink, Boolean>)
Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites that match the provided predicate.
Declaration
public TBuilder RemoveFromLoadingScreenSprites(Func<SpriteLink, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.ResourceLinks.SpriteLink, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromParts(Blueprint<BlueprintAreaPartReference>[])
Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_Parts
Declaration
public TBuilder RemoveFromParts(params Blueprint<BlueprintAreaPartReference>[] parts)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaPartReference>[] | parts | Blueprint of type BlueprintAreaPart. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromParts(Func<BlueprintAreaPartReference, Boolean>)
Removes elements from Kingmaker.Blueprints.Area.BlueprintArea.m_Parts that match the provided predicate.
Declaration
public TBuilder RemoveFromParts(Func<BlueprintAreaPartReference, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<Kingmaker.Blueprints.BlueprintAreaPartReference, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
SetAreaName(LocalString)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.AreaName
Declaration
public TBuilder SetAreaName(LocalString areaName)
Parameters
Type | Name | Description |
---|---|---|
LocalString | areaName | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
Type | Description |
---|---|
TBuilder |
SetArtSetting(BlueprintArea.SettingType)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.ArtSetting
Declaration
public TBuilder SetArtSetting(BlueprintArea.SettingType artSetting)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.Area.BlueprintArea.SettingType | artSetting |
Returns
Type | Description |
---|---|
TBuilder |
SetCameraRotation(Single)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CameraRotation
Declaration
public TBuilder SetCameraRotation(float cameraRotation)
Parameters
Type | Name | Description |
---|---|---|
System.Single | cameraRotation |
Returns
Type | Description |
---|---|
TBuilder |
SetCameraScrollMultiplier(Single)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CameraScrollMultiplier
Declaration
public TBuilder SetCameraScrollMultiplier(float cameraScrollMultiplier)
Parameters
Type | Name | Description |
---|---|---|
System.Single | cameraScrollMultiplier |
Returns
Type | Description |
---|---|
TBuilder |
SetCampingSettings(CampingSettings)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CampingSettings
Declaration
public TBuilder SetCampingSettings(CampingSettings campingSettings)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.Area.CampingSettings | campingSettings |
Returns
Type | Description |
---|---|
TBuilder |
SetCorruptionGrowth(Int32)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CorruptionGrowth
Declaration
public TBuilder SetCorruptionGrowth(int corruptionGrowth)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | corruptionGrowth |
Returns
Type | Description |
---|---|
TBuilder |
SetCR(Int32)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.CR
Declaration
public TBuilder SetCR(int cR)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | cR |
Returns
Type | Description |
---|---|
TBuilder |
SetDefaultPreset(Blueprint<BlueprintAreaPresetReference>)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.m_DefaultPreset
Declaration
public TBuilder SetDefaultPreset(Blueprint<BlueprintAreaPresetReference> defaultPreset)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaPresetReference> | defaultPreset | Blueprint of type BlueprintAreaPreset. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetDesigner(BlueprintArea.Designers)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.Designer
Declaration
public TBuilder SetDesigner(BlueprintArea.Designers designer)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.Area.BlueprintArea.Designers | designer |
Returns
Type | Description |
---|---|
TBuilder |
SetExcludeFromSave(Boolean)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.ExcludeFromSave
Declaration
public TBuilder SetExcludeFromSave(bool excludeFromSave = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | excludeFromSave |
Returns
Type | Description |
---|---|
TBuilder |
SetHotAreas(Blueprint<BlueprintAreaReference>[])
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.m_HotAreas
Declaration
public TBuilder SetHotAreas(params Blueprint<BlueprintAreaReference>[] hotAreas)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaReference>[] | hotAreas | Tooltip: Areas, which scenes should be kept loaded when switching to this area Blueprint of type BlueprintArea. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetIsGlobalMap(Boolean)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.IsGlobalMap
Declaration
public TBuilder SetIsGlobalMap(bool isGlobalMap = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isGlobalMap |
Returns
Type | Description |
---|---|
TBuilder |
SetIsMayMapWindow(Boolean)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.IsMayMapWindow
Declaration
public TBuilder SetIsMayMapWindow(bool isMayMapWindow = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isMayMapWindow |
Returns
Type | Description |
---|---|
TBuilder |
SetLoadingScreenSprites(AssetLink<SpriteLink>[])
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.LoadingScreenSprites
Declaration
public TBuilder SetLoadingScreenSprites(params AssetLink<SpriteLink>[] loadingScreenSprites)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.SpriteLink>[] | loadingScreenSprites | You can pass in the animation using a SpriteLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |
SetLootSetting(LootSetting)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.LootSetting
Declaration
public TBuilder SetLootSetting(LootSetting lootSetting)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Enums.LootSetting | lootSetting |
Returns
Type | Description |
---|---|
TBuilder |
SetOverrideCorruption(Boolean)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.OverrideCorruption
Declaration
public TBuilder SetOverrideCorruption(bool overrideCorruption = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | overrideCorruption |
Returns
Type | Description |
---|---|
TBuilder |
SetParts(Blueprint<BlueprintAreaPartReference>[])
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.m_Parts
Declaration
public TBuilder SetParts(params Blueprint<BlueprintAreaPartReference>[] parts)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAreaPartReference>[] | parts | Blueprint of type BlueprintAreaPart. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetPS4ChunkId(PS4ChunkId)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.PS4ChunkId
Declaration
public TBuilder SetPS4ChunkId(PS4ChunkId pS4ChunkId)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.Area.PS4ChunkId | pS4ChunkId | Tooltip: Используется на PS4 чтобы разрезать игру на части. Пролог и зоны, нужные всю игру (типа глобалмапы) нужно класть в StartUp, остальное в нужную главу |
Returns
Type | Description |
---|---|
TBuilder |
SetRandomEncounterSettings(RandomEncounterSettings)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.RandomEncounterSettings
Declaration
public TBuilder SetRandomEncounterSettings(RandomEncounterSettings randomEncounterSettings)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Blueprints.Area.RandomEncounterSettings | randomEncounterSettings |
Returns
Type | Description |
---|---|
TBuilder |
SetSetDefaultCameraRotation(Boolean)
Sets the value of Kingmaker.Blueprints.Area.BlueprintArea.SetDefaultCameraRotation
Declaration
public TBuilder SetSetDefaultCameraRotation(bool setDefaultCameraRotation = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | setDefaultCameraRotation |
Returns
Type | Description |
---|---|
TBuilder |