bool ContainsKey(TKey key)
string GetNameForVariant(NPC npc)
int GetHeadTextureIndex(NPC npc)
Asset< Texture2D > GetTextureNPCShouldUse(NPC npc)
Asset< Texture2D > _defaultParty
Asset< Texture2D > _defaultNoAlt
LegacyNPCProfile(string npcFileTitleFilePath, int defaultHeadIndex, bool includeDefault=true, bool uniquePartyTexture=true)
int _defaultVariationHeadIndex
string GetNameForVariant(NPC npc)
ITownNPCProfile[] _profiles
Asset< Texture2D > GetTextureNPCShouldUse(NPC npc)
int GetHeadTextureIndex(NPC npc)
StackedNPCProfile(params ITownNPCProfile[] profilesInOrderOfVariants)
string GetNameForVariant(NPC npc)
Asset< Texture2D > GetTextureNPCShouldUse(NPC npc)
TransformableNPCProfile(string npcFileTitleFilePath, int defaultHeadIndex, bool includeCredits=true)
Asset< Texture2D > _defaultCredits
Asset< Texture2D > _defaultNoAlt
int _defaultVariationHeadIndex
Asset< Texture2D > _defaultTransformed
int GetHeadTextureIndex(NPC npc)
VariantNPCProfile(string npcFileTitleFilePath, string npcBaseName, int[] variantHeadIds, params string[] variantTextureNames)
Asset< Texture2D > GetTextureNPCShouldUse(NPC npc)
VariantNPCProfile SetPartyTextures(params string[] variantTextureNames)
Dictionary< string, Asset< Texture2D > > _variantTextures
string GetNameForVariant(NPC npc)
int GetHeadTextureIndex(NPC npc)
static LocalizedText RandomFromCategory(string categoryName, UnifiedRandom random=null)
static UnifiedRandom rand
static IAssetRepository Assets
int townNpcVariationIndex
static string getNewNPCName(int npcType)
bool IsABestiaryIconDummy
static UnifiedRandom genRand
string GetNameForVariant(NPC npc)
Asset< Texture2D > GetTextureNPCShouldUse(NPC npc)
int GetHeadTextureIndex(NPC npc)