Class BodyChunk
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
- 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
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
Field Value
- int
lastContactPoint
public IntVector2 lastContactPoint
Field Value
- IntVector2
lastLastPos
public Vector2 lastLastPos
Field Value
- Vector2
lastPos
Field Value
- Vector2
loudness
Field Value
- float
mass
Field Value
- float
pos
Field Value
- Vector2
privGoThroughFloors
public bool privGoThroughFloors
Field Value
- bool
rad
Field Value
- float
restrictInRoomRange
public float restrictInRoomRange
Field Value
- float
rotationChunk
public BodyChunk rotationChunk
Field Value
- BodyChunk
setPos
Field Value
- Vector2?
slopeRad
Field Value
- float
splashStop
Field Value
- int
terrainSqueeze
public float terrainSqueeze
Field Value
- float
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()
VisibilityBonus(float)
public float VisibilityBonus(float movementBasedVision)
Parameters
movementBasedVision float
Returns
- float
checkAgainstSlopesVertically()
public void checkAgainstSlopesVertically()