Class Deer
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class Deer : Creature
- Inheritance
-
Deer
- Inherited Members
-
Constructors
Deer(AbstractCreature, World)
public Deer(AbstractCreature abstractCreature, World world)
Parameters
abstractCreature AbstractCreature
world World
Fields
AI
Field Value
- DeerAI
bodDir
Field Value
- Vector2
controlledRoarCounter
public int controlledRoarCounter
Field Value
- int
eatCounter
Field Value
- int
eatObject
public PhysicalObject eatObject
Field Value
- PhysicalObject
enterRoomForcePush
public float enterRoomForcePush
Field Value
- float
flipDir
Field Value
- float
heldBackByLeg
public bool heldBackByLeg
Field Value
- bool
hesistCounter
Field Value
- int
iVars
public Deer.IndividualVariations iVars
Field Value
- Deer.IndividualVariations
lastControlX
public float lastControlX
Field Value
- float
legs
public DeerTentacle[] legs
Field Value
- DeerTentacle[]
legsGrabbing
Field Value
- int
moveDirection
public Vector2 moveDirection
Field Value
- Vector2
nextFloorHeight
public float nextFloorHeight
Field Value
- float
playersInAntlers
public List<Deer.PlayerInAntlers> playersInAntlers
Field Value
- List<Deer.PlayerInAntlers>
preferredHeight
public float preferredHeight
Field Value
- float
resting
Field Value
- float
stayStill
Field Value
- bool
violenceReaction
public int violenceReaction
Field Value
- int
wormGrassBelow
public bool wormGrassBelow
Field Value
- bool
Properties
CloseToEdge
public float CloseToEdge { get; }
Property Value
- float
GetUnstuckForce
public float GetUnstuckForce { get; }
Property Value
- float
HeadDir
public Vector2 HeadDir { get; }
Property Value
- Vector2
Hierarchy
public float Hierarchy { get; }
Property Value
- float
Kneeling
public bool Kneeling { get; }
Property Value
- bool
antlers
public BodyChunk antlers { get; }
Property Value
- BodyChunk
Methods
AccessSideSpace(WorldCoordinate, WorldCoordinate)
public void AccessSideSpace(WorldCoordinate start, WorldCoordinate dest)
Parameters
start WorldCoordinate
dest WorldCoordinate
Act(bool, float, float)
public void Act(bool eu, float support, float forwardPower)
Parameters
eu bool
support float
forwardPower float
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()
EatObject(PhysicalObject)
public void EatObject(PhysicalObject obj)
Parameters
obj PhysicalObject
GenerateIVars()
public void GenerateIVars()
InitiateGraphicsModule()
public override void InitiateGraphicsModule()
NewRoom(Room)
public override void NewRoom(Room newRoom)
Parameters
newRoom Room
ShortCutColor()
public override Color ShortCutColor()
Returns
- Color
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