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
Field Value
- DaddyAI
colorClass
Field Value
- bool
digestingCounter
public int digestingCounter
Field Value
- int
eatObjects
public List<DaddyLongLegs.EatObject> eatObjects
Field Value
- List<DaddyLongLegs.EatObject>
effectColor
Field Value
- Color
eyeColor
Field Value
- Color
eyesClosed
Field Value
- int
graphicsSeed
Field Value
- int
hangingInTentacle
public bool hangingInTentacle
Field Value
- bool
isHD
Field Value
- bool
moveDirection
public Vector2 moveDirection
Field Value
- Vector2
moving
Field Value
- bool
notFollowingPathToCurrentGoalCounter
public int notFollowingPathToCurrentGoalCounter
Field Value
- int
pastPositions
public List<IntVector2> pastPositions
Field Value
- List<IntVector2>
squeeze
Field Value
- bool
squeezeFac
Field Value
- float
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
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)
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