Table of Contents

Class BodyChunk

Namespace
Global
Assembly
Assembly-CSharp.dll
public class BodyChunk
Inheritance
BodyChunk
Inherited Members

Constructors

BodyChunk(PhysicalObject, int, Vector2, float, float)

public BodyChunk(PhysicalObject owner, int index, Vector2 pos, float rad, float mass)

Parameters

owner PhysicalObject
index int
pos Vector2
rad float
mass float

Fields

MaxRepeats

public static int MaxRepeats

Field Value

int

actAsTrigger

public bool actAsTrigger

Field Value

bool

collideWithObjects

public bool collideWithObjects

Field Value

bool

collideWithSlopes

public bool collideWithSlopes

Field Value

bool

collideWithTerrain

public bool collideWithTerrain

Field Value

bool

contactPoint

public IntVector2 contactPoint

Field Value

IntVector2

defaultRestrictInRoomRange

public float defaultRestrictInRoomRange

Field Value

float

grabsDisableFloors

public bool grabsDisableFloors

Field Value

bool

index

public int index

Field Value

int

lastContactPoint

public IntVector2 lastContactPoint

Field Value

IntVector2

lastLastPos

public Vector2 lastLastPos

Field Value

Vector2

lastPos

public Vector2 lastPos

Field Value

Vector2

loudness

public float loudness

Field Value

float

mass

public float mass

Field Value

float

pos

public Vector2 pos

Field Value

Vector2

privGoThroughFloors

public bool privGoThroughFloors

Field Value

bool

rad

public float rad

Field Value

float

restrictInRoomRange

public float restrictInRoomRange

Field Value

float

rotationChunk

public BodyChunk rotationChunk

Field Value

BodyChunk

setPos

public Vector2? setPos

Field Value

Vector2?

slopeRad

public float slopeRad

Field Value

float

splashStop

public int splashStop

Field Value

int

terrainSqueeze

public float terrainSqueeze

Field Value

float

vel

public Vector2 vel

Field Value

Vector2

Properties

ContactPoint

public IntVector2 ContactPoint { get; }

Property Value

IntVector2

Rotation

public Vector2 Rotation { get; }

Property Value

Vector2

TerrainRad

public float TerrainRad { get; set; }

Property Value

float

goThroughFloors

public bool goThroughFloors { get; set; }

Property Value

bool

onSlope

public int onSlope { get; set; }

Property Value

int

owner

public PhysicalObject owner { get; set; }

Property Value

PhysicalObject

submersion

public float submersion { get; }

Property Value

float

Methods

CheckHorizontalCollision()

public void CheckHorizontalCollision()

CheckVerticalCollision()

public void CheckVerticalCollision()

HardSetPosition(Vector2)

public void HardSetPosition(Vector2 newPos)

Parameters

newPos Vector2

MoveFromOutsideMyUpdate(bool, Vector2)

public void MoveFromOutsideMyUpdate(bool eu, Vector2 moveTo)

Parameters

eu bool
moveTo Vector2

MoveWithOtherObject(bool, BodyChunk, Vector2)

public void MoveWithOtherObject(bool eu, BodyChunk otherChunk, Vector2 relativePosition)

Parameters

eu bool
otherChunk BodyChunk
relativePosition Vector2

RelativeMoveFromOutsideMyUpdate(bool, Vector2)

public void RelativeMoveFromOutsideMyUpdate(bool eu, Vector2 move)

Parameters

eu bool
move Vector2

SolidFloor(int, int)

public bool SolidFloor(int X, int Y)

Parameters

X int
Y int

Returns

bool

Update()

public void Update()

VisibilityBonus(float)

public float VisibilityBonus(float movementBasedVision)

Parameters

movementBasedVision float

Returns

float

checkAgainstSlopesVertically()

public void checkAgainstSlopesVertically()