Class GarbageWorm
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class GarbageWorm : Creature
- Inheritance
-
GarbageWorm
- Inherited Members
Constructors
GarbageWorm(AbstractCreature, World)
public GarbageWorm(AbstractCreature abstractCreature, World world)
Parameters
abstractCreatureAbstractCreatureworldWorld
Fields
chargePos
public Vector2? chargePos
Field Value
- Vector2?
controlRegion
public InputCircularRegion controlRegion
Field Value
extended
public float extended
Field Value
grabSpears
public bool grabSpears
Field Value
hole
public int hole
Field Value
lastExtended
public bool lastExtended
Field Value
lookPoint
public Vector2 lookPoint
Field Value
- Vector2
retractSpeed
public float retractSpeed
Field Value
rootPos
public Vector2 rootPos
Field Value
- Vector2
sound
public ChunkDynamicSoundLoop sound
Field Value
tentacle
public Tentacle tentacle
Field Value
Properties
AI
public GarbageWormAI AI { get; }
Property Value
State
public GarbageWormState State { get; }
Property Value
bodySize
public float bodySize { get; }
Property Value
Methods
Carry(bool)
public void Carry(bool eu)
Parameters
eubool
Die()
public override void Die()
Extend()
public void Extend()
InitiateGraphicsModule()
public override void InitiateGraphicsModule()
NewHole(bool)
public void NewHole(bool burrowed)
Parameters
burrowedbool
NewRoom(Room)
public override void NewRoom(Room room)
Parameters
roomRoom
Retract()
public void Retract()
Stun(int)
public override void Stun(int st)
Parameters
stint
TerrainImpact(int, IntVector2, float, bool)
public override void TerrainImpact(int chunk, IntVector2 direction, float speed, bool firstContact)
Parameters
chunkintdirectionIntVector2speedfloatfirstContactbool
Update(bool)
public override void Update(bool eu)
Parameters
eubool
Violence(BodyChunk, Vector2?, BodyChunk, Pos, DamageType, float, float)
public override void Violence(BodyChunk source, Vector2? directionAndMomentum, BodyChunk hitChunk, PhysicalObject.Appendage.Pos onAppendagePos, Creature.DamageType type, float damage, float stunBonus)
Parameters
sourceBodyChunkdirectionAndMomentumVector2?hitChunkBodyChunkonAppendagePosPhysicalObject.Appendage.PostypeCreature.DamageTypedamagefloatstunBonusfloat