Table of Contents

Class DaddyLongLegs

Namespace
Global
Assembly
Assembly-CSharp.dll
public class DaddyLongLegs : Creature, PhysicalObject.IHaveAppendages
Inheritance
DaddyLongLegs
Implements
Inherited Members

Constructors

DaddyLongLegs(AbstractCreature, World)

public DaddyLongLegs(AbstractCreature abstractCreature, World world)

Parameters

abstractCreature AbstractCreature
world World

Fields

AI

public DaddyAI AI

Field Value

DaddyAI

colorClass

public bool colorClass

Field Value

bool

digestingCounter

public int digestingCounter

Field Value

int

eatObjects

public List<DaddyLongLegs.EatObject> eatObjects

Field Value

List<DaddyLongLegs.EatObject>

effectColor

public Color effectColor

Field Value

Color

eyeColor

public Color eyeColor

Field Value

Color

eyesClosed

public int eyesClosed

Field Value

int

graphicsSeed

public int graphicsSeed

Field Value

int

hangingInTentacle

public bool hangingInTentacle

Field Value

bool

isHD

public bool isHD

Field Value

bool

moveDirection

public Vector2 moveDirection

Field Value

Vector2

moving

public bool moving

Field Value

bool

notFollowingPathToCurrentGoalCounter

public int notFollowingPathToCurrentGoalCounter

Field Value

int

pastPositions

public List<IntVector2> pastPositions

Field Value

List<IntVector2>

squeeze

public bool squeeze

Field Value

bool

squeezeFac

public float squeezeFac

Field Value

float

stuckCounter

public int stuckCounter

Field Value

int

stuckPos

public PlacedObject stuckPos

Field Value

PlacedObject

tentacles

public DaddyTentacle[] tentacles

Field Value

DaddyTentacle[]

tentaclesHoldOn

public bool tentaclesHoldOn

Field Value

bool

unconditionalSupport

public float unconditionalSupport

Field Value

float

world

public World world

Field Value

World

Properties

HDmode

public bool HDmode { get; }

Property Value

bool

MiddleOfBody

public Vector2 MiddleOfBody { get; }

Property Value

Vector2

MostDigestedEatObject

public float MostDigestedEatObject { get; }

Property Value

float

SizeClass

public bool SizeClass { get; }

Property Value

bool

Methods

Act(int)

public void Act(int legsGrabbing)

Parameters

legsGrabbing int

AppendagePosition(int, int)

public Vector2 AppendagePosition(int appendage, int segment)

Parameters

appendage int
segment int

Returns

Vector2

ApplyForceOnAppendage(Pos, Vector2)

public void ApplyForceOnAppendage(PhysicalObject.Appendage.Pos pos, Vector2 momentum)

Parameters

pos PhysicalObject.Appendage.Pos
momentum Vector2

CheckDaddyConsumption(PhysicalObject)

public bool CheckDaddyConsumption(PhysicalObject otherObject)

Parameters

otherObject PhysicalObject

Returns

bool

CheckTentaclesForAccessibleTerrain()

public MovementConnection CheckTentaclesForAccessibleTerrain()

Returns

MovementConnection

Collide(PhysicalObject, int, int)

public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)

Parameters

otherObject PhysicalObject
myChunk int
otherChunk int

Die()

public override void Die()

Eat(bool)

public void Eat(bool eu)

Parameters

eu bool

InitiateGraphicsModule()

public override void InitiateGraphicsModule()

NewRoom(Room)

public override void NewRoom(Room newRoom)

Parameters

newRoom Room

PlaceInRoom(Room)

public override void PlaceInRoom(Room placeRoom)

Parameters

placeRoom Room

ShortCutColor()

public override Color ShortCutColor()

Returns

Color

SpitOutOfShortCut(IntVector2, Room, bool)

public override void SpitOutOfShortCut(IntVector2 pos, Room newRoom, bool spitOutAllSticks)

Parameters

pos IntVector2
newRoom Room
spitOutAllSticks bool

Stun(int)

public override void Stun(int st)

Parameters

st int

TerrainImpact(int, IntVector2, float, bool)

public override void TerrainImpact(int chunk, IntVector2 direction, float speed, bool firstContact)

Parameters

chunk int
direction IntVector2
speed float
firstContact bool

Update(bool)

public override void Update(bool eu)

Parameters

eu bool

Violence(BodyChunk, Vector2?, BodyChunk, Pos, DamageType, float, float)

public override void Violence(BodyChunk source, Vector2? directionAndMomentum, BodyChunk hitChunk, PhysicalObject.Appendage.Pos hitAppendage, Creature.DamageType type, float damage, float stunBonus)

Parameters

source BodyChunk
directionAndMomentum Vector2?
hitChunk BodyChunk
hitAppendage PhysicalObject.Appendage.Pos
type Creature.DamageType
damage float
stunBonus float