Class DropBug
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class DropBug : InsectoidCreature, Weapon.INotifyOfFlyingWeapons
- Inheritance
-
DropBug
- Implements
-
- Inherited Members
-
Constructors
DropBug(AbstractCreature, World)
public DropBug(AbstractCreature abstractCreature, World world)
Parameters
abstractCreature AbstractCreature
world World
Fields
AI
Field Value
- DropBugAI
afterDropAttackDelay
public int afterDropAttackDelay
Field Value
- int
attemptBite
Field Value
- float
carryObjectMass
public float carryObjectMass
Field Value
- float
charging
Field Value
- float
dropAnticipation
public float dropAnticipation
Field Value
- float
public int footingCounter
Field Value
- int
fromCeilingJump
public bool fromCeilingJump
Field Value
- bool
grabOnNextAttack
public int grabOnNextAttack
Field Value
- int
grabbedCounter
public int grabbedCounter
Field Value
- int
inCeilingMode
public float inCeilingMode
Field Value
- float
jumpAtChunk
public BodyChunk jumpAtChunk
Field Value
- BodyChunk
jumpAtPos
Field Value
- Vector2
jumping
Field Value
- bool
lastFollowedConnection
public MovementConnection lastFollowedConnection
Field Value
- MovementConnection
luredToDropCounter
public int luredToDropCounter
Field Value
- int
public int outOfWaterFooting
Field Value
- int
releaseGrabbedCounter
public int releaseGrabbedCounter
Field Value
- int
runCycle
Field Value
- float
sitting
Field Value
- bool
specialMoveCounter
public int specialMoveCounter
Field Value
- int
specialMoveDestination
public IntVector2 specialMoveDestination
Field Value
- IntVector2
stuckShake
Field Value
- float
swimming
Field Value
- bool
travelDir
Field Value
- Vector2
voiceSound
public ChunkSoundEmitter voiceSound
Field Value
- ChunkSoundEmitter
walkBackwardsDist
public float walkBackwardsDist
Field Value
- float
Properties
public bool Footing { get; }
Property Value
- bool
MoveBackwards
public bool MoveBackwards { get; }
Property Value
- bool
State
public HealthState State { get; }
Property Value
- HealthState
VisibilityBonus
public override float VisibilityBonus { get; }
Property Value
- float
Methods
Act()
AnticipateDrop()
public void AnticipateDrop()
Attack()
CarryObject(bool)
public void CarryObject(bool eu)
Parameters
eu bool
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()
FlyingWeapon(Weapon)
public void FlyingWeapon(Weapon weapon)
Parameters
weapon Weapon
InitiateGraphicsModule()
public override void InitiateGraphicsModule()
InitiateJump(BodyChunk)
public void InitiateJump(BodyChunk target)
Parameters
target BodyChunk
InitiateJump(Vector2)
public void InitiateJump(Vector2 target)
Parameters
target Vector2
Jump(Vector2)
public void Jump(Vector2 jumpDir)
Parameters
jumpDir Vector2
JumpFromCeiling(BodyChunk, Vector2)
public void JumpFromCeiling(BodyChunk target, Vector2 dir)
Parameters
target BodyChunk
dir Vector2
MoveTowards(Vector2)
public void MoveTowards(Vector2 moveTo)
Parameters
moveTo Vector2
NewTile()
public override void NewTile()
PlaceInRoom(Room)
public override void PlaceInRoom(Room placeRoom)
Parameters
placeRoom Room
RecreateSticksFromAbstract()
public override void RecreateSticksFromAbstract()
Run(MovementConnection)
public void Run(MovementConnection followingConnection)
Parameters
followingConnection MovementConnection
Slash(Creature, BodyChunk)
public void Slash(Creature creature, BodyChunk chunk)
Parameters
creature Creature
chunk BodyChunk
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
Swim()
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