Table of Contents

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

public DropBugAI AI

Field Value

DropBugAI

afterDropAttackDelay

public int afterDropAttackDelay

Field Value

int

attemptBite

public float attemptBite

Field Value

float

carryObjectMass

public float carryObjectMass

Field Value

float

charging

public float charging

Field Value

float

dropAnticipation

public float dropAnticipation

Field Value

float

footingCounter

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

public Vector2 jumpAtPos

Field Value

Vector2

jumping

public bool jumping

Field Value

bool

lastFollowedConnection

public MovementConnection lastFollowedConnection

Field Value

MovementConnection

luredToDropCounter

public int luredToDropCounter

Field Value

int

outOfWaterFooting

public int outOfWaterFooting

Field Value

int

releaseGrabbedCounter

public int releaseGrabbedCounter

Field Value

int

runCycle

public float runCycle

Field Value

float

sitting

public bool sitting

Field Value

bool

specialMoveCounter

public int specialMoveCounter

Field Value

int

specialMoveDestination

public IntVector2 specialMoveDestination

Field Value

IntVector2

stuckShake

public float stuckShake

Field Value

float

swimming

public bool swimming

Field Value

bool

travelDir

public Vector2 travelDir

Field Value

Vector2

voiceSound

public ChunkSoundEmitter voiceSound

Field Value

ChunkSoundEmitter

walkBackwardsDist

public float walkBackwardsDist

Field Value

float

Properties

Footing

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()

public void Act()

AnticipateDrop()

public void AnticipateDrop()

Attack()

public void 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()

public void 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