Class for a custom RoundSet
public abstract class ModRoundSet : BTD_Mod_Helper.Api.NamedModContent,
BTD_Mod_Helper.Api.Testing.IHasDefaultTest
Inheritance System.Object ModContent NamedModContent ModRoundSet
Implements IHasDefaultTest
Whether this Round set should show up in the menu allowing you to use any RoundSet for any GameMode
public virtual bool AddToOverrideMenu { get; }
Whether to bypass the base game hints settings. Useful for using your own ModSetting to control hints.
public virtual bool AlwaysShowHints { get; }
The Base Rounds included in the RoundSet specified by BaseRoundSet
protected System.Collections.Generic.List<RoundModel> BaseRounds { get; }
System.Collections.Generic.List<Il2CppAssets.Scripts.Models.Rounds.RoundModel>
The id of the existing RoundSet to use as a base. Use RoundSetType.[name]
If this RoundSetType.None, empty, or null, then an empty round set will be used
public abstract string BaseRoundSet { get; }
Whether these rounds should have custom hints, like Alternate Bloons Rounds does
public virtual bool CustomHints { get; }
The total number of rounds that have specified Bloons.
After this number of rounds, randomized Free Play rounds will happen
public abstract int DefinedRounds { get; }
The name that will actually be display when referring to multiple of these
public sealed override string DisplayNamePlural { get; }
The Icon for the Button for this RoundSet within the UI, by default looking for the same name as the file
public virtual string Icon { get; }
If you're not going to use a custom .png for your Icon, use this to directly control its SpriteReference
public virtual SpriteReference IconReference { get; }
Il2CppNinjaKiwi.Common.ResourceUtils.SpriteReference
Whether to use 1-Indexed rounds in ModifyRoundsModels methods instead of 0 indexed
public virtual bool Rounds1Index { get; }
Allow ModHelper to automatically register a default ModTest for this content
public virtual bool UseDefaultTest { get; }
Implements UseDefaultTest
Gets the custom hint for a specific round. This will be shown at the end of that round.
For no hint, return null.
public virtual string GetHint(int round);
round System.Int32
Called to modify specifically just rounds from 1 to 40
public virtual void ModifyEasyRoundModels(RoundModel roundModel, int round);
roundModel Il2CppAssets.Scripts.Models.Rounds.RoundModel
round System.Int32
Modifies the GameModel that's used for matches played with this round set
public virtual void ModifyGameModel(GameModel gameModel);
gameModel Il2CppAssets.Scripts.Models.GameModel
Called to modify specifically just rounds from 61 to 80
public virtual void ModifyHardRoundModels(RoundModel roundModel, int round);
roundModel Il2CppAssets.Scripts.Models.Rounds.RoundModel
round System.Int32
Called to modify specifically just rounds from 81 to 100
public virtual void ModifyImpoppableRoundModels(RoundModel roundModel, int round);
roundModel Il2CppAssets.Scripts.Models.Rounds.RoundModel
round System.Int32
Called to modify specifically just rounds from 41 to 60
public virtual void ModifyMediumRoundModels(RoundModel roundModel, int round);
roundModel Il2CppAssets.Scripts.Models.Rounds.RoundModel
round System.Int32
Called to modify any/all rounds from 1 to DefinedRounds
public virtual void ModifyRoundModels(RoundModel roundModel, int round);
roundModel Il2CppAssets.Scripts.Models.Rounds.RoundModel
round System.Int32