Table of Contents

Class EggBug

Namespace
Global
Assembly
Assembly-CSharp.dll
public class EggBug : InsectoidCreature, Weapon.INotifyOfFlyingWeapons
Inheritance
EggBug
Implements
Inherited Members

Constructors

EggBug(AbstractCreature, World)

public EggBug(AbstractCreature abstractCreature, World world)

Parameters

abstractCreature AbstractCreature
world World

Fields

AI

public EggBugAI AI

Field Value

EggBugAI

antennaAttention

public float antennaAttention

Field Value

float

antennaDir

public Vector2 antennaDir

Field Value

Vector2

awayFromTerrainDir

public Vector2 awayFromTerrainDir

Field Value

Vector2

bleedSmoke

public FireSmoke bleedSmoke

Field Value

FireSmoke

currentlyClimbingCorridor

public bool currentlyClimbingCorridor

Field Value

bool

dropEggs

public bool dropEggs

Field Value

bool

dropSpears

public bool dropSpears

Field Value

bool

eggsLeft

public int eggsLeft

Field Value

int

footingCounter

public int footingCounter

Field Value

int

hue

public float hue

Field Value

float

jumpAtPos

public Vector2 jumpAtPos

Field Value

Vector2

kickDelay

public int kickDelay

Field Value

int

lastFollowedConnection

public MovementConnection lastFollowedConnection

Field Value

MovementConnection

nextStab

public int nextStab

Field Value

int

noJumps

public int noJumps

Field Value

int

outOfWaterFooting

public int outOfWaterFooting

Field Value

int

overdeadTicker

public int overdeadTicker

Field Value

int

runCycle

public float runCycle

Field Value

float

runSpeed

public float runSpeed

Field Value

float

shake

public int shake

Field Value

int

sitting

public bool sitting

Field Value

bool

specialMoveCounter

public int specialMoveCounter

Field Value

int

specialMoveDestination

public IntVector2 specialMoveDestination

Field Value

IntVector2

spineExtensions

public float[,] spineExtensions

Field Value

float[,]

stabCount

public int stabCount

Field Value

int

stabSpine

public bool[,] stabSpine

Field Value

bool[,]

stabTicker

public int stabTicker

Field Value

int

timeWithoutEggs

public int timeWithoutEggs

Field Value

int

travelDir

public Vector2 travelDir

Field Value

Vector2

Properties

FireBug

public bool FireBug { get; }

Property Value

bool

Footing

public bool Footing { get; }

Property Value

bool

State

public HealthState State { get; }

Property Value

HealthState

Methods

Act()

public void Act()

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()

DropEggs()

public void DropEggs()

DropSpears()

public void DropSpears()

FlyingWeapon(Weapon)

public void FlyingWeapon(Weapon weapon)

Parameters

weapon Weapon

InitiateGraphicsModule()

public override void InitiateGraphicsModule()

MoveTowards(Vector2)

public void MoveTowards(Vector2 moveTo)

Parameters

moveTo Vector2

PopEgg()

public void PopEgg()

Run(MovementConnection)

public void Run(MovementConnection followingConnection)

Parameters

followingConnection MovementConnection

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

Squirt(float)

public void Squirt(float intensity)

Parameters

intensity float

Suprise(Vector2)

public void Suprise(Vector2 surprisePos)

Parameters

surprisePos Vector2

Swim()

public void Swim()

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

TryJump(Vector2)

public void TryJump(Vector2 awayFromPoint)

Parameters

awayFromPoint Vector2

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