Class DropBugAI.CeilingSitModule
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class DropBugAI.CeilingSitModule : AIModule
- Inheritance
-
DropBugAI.CeilingSitModule
- Inherited Members
-
Constructors
CeilingSitModule(ArtificialIntelligence)
public CeilingSitModule(ArtificialIntelligence AI)
Parameters
AI ArtificialIntelligence
Fields
anticipateDrop
public bool anticipateDrop
Field Value
- bool
anywhereToSit
public bool anywhereToSit
Field Value
- bool
anywhereToSitCounter
public int anywhereToSitCounter
Field Value
- int
ceilingPos
public WorldCoordinate ceilingPos
Field Value
- WorldCoordinate
dbSpr
Field Value
- DebugSprite
dropDelay
Field Value
- float
lastAnticipateDrop
public bool lastAnticipateDrop
Field Value
- bool
otherWigsInRoom
public List<AbstractCreature> otherWigsInRoom
Field Value
- List<AbstractCreature>
randomAttractor
public IntVector2 randomAttractor
Field Value
- IntVector2
roomSize
Field Value
- int
spearDanger
Field Value
- int
stayAwayFromPos
public WorldCoordinate stayAwayFromPos
Field Value
- WorldCoordinate
winStreak
Field Value
- int
Properties
AnyWhereToSitInRoom
public bool AnyWhereToSitInRoom { get; }
Property Value
- bool
SittingInCeiling
public bool SittingInCeiling { get; }
Property Value
- bool
bugAI
public DropBugAI bugAI { get; }
Property Value
- DropBugAI
room
public Room room { get; }
Property Value
- Room
Methods
Dislodge()
DynamicCeilingSpotScore(WorldCoordinate)
public float DynamicCeilingSpotScore(WorldCoordinate test)
Parameters
test WorldCoordinate
Returns
- float
JumpFromCeiling(BodyChunk, Vector2)
public void JumpFromCeiling(BodyChunk targetChunk, Vector2 attackDir)
Parameters
targetChunk BodyChunk
attackDir Vector2
NewRoom(Room)
public override void NewRoom(Room newRoom)
Parameters
newRoom Room
SitUpdate()
Update()
public override void Update()
UpdateOtherWigsList(Room, bool)
public void UpdateOtherWigsList(Room newRoom, bool recurse)
Parameters
newRoom Room
recurse bool
Utility()
public override float Utility()
Returns
- float