Table of Contents

Class LanternMouse

Namespace
Global
Assembly
Assembly-CSharp.dll
public class LanternMouse : AirBreatherCreature, IProvideWarmth
Inheritance
LanternMouse
Implements
Inherited Members

Constructors

LanternMouse(AbstractCreature, World)

public LanternMouse(AbstractCreature abstractCreature, World world)

Parameters

abstractCreature AbstractCreature
world World

Fields

AI

public MouseAI AI

Field Value

MouseAI

carried

public bool carried

Field Value

bool

controlSitting

public bool controlSitting

Field Value

bool

currentlyClimbingCorridor

public bool currentlyClimbingCorridor

Field Value

bool

fallAsleep

public float fallAsleep

Field Value

float

footingCounter

public int footingCounter

Field Value

int

iVars

public LanternMouse.IndividualVariations iVars

Field Value

LanternMouse.IndividualVariations

lastFollowedConnection

public MovementConnection lastFollowedConnection

Field Value

MovementConnection

lastRopeClearPos

public Vector2 lastRopeClearPos

Field Value

Vector2

profileFac

public float profileFac

Field Value

float

ropeAttatchedPos

public Vector2? ropeAttatchedPos

Field Value

Vector2?

ropeBends

public List<Vector2> ropeBends

Field Value

List<Vector2>

ropeInvincible

public int ropeInvincible

Field Value

int

ropeLength

public float ropeLength

Field Value

float

ropeStretch

public float ropeStretch

Field Value

float

runCycle

public float runCycle

Field Value

float

runSpeed

public float runSpeed

Field Value

float

shrinkingRope

public bool shrinkingRope

Field Value

bool

sitting

public bool sitting

Field Value

bool

specialMoveCounter

public int specialMoveCounter

Field Value

int

specialMoveDestination

public IntVector2 specialMoveDestination

Field Value

IntVector2

struggleCountdownA

public int struggleCountdownA

Field Value

int

struggleCountdownB

public int struggleCountdownB

Field Value

int

swingFac

public float swingFac

Field Value

float

swingFacGetTo

public float swingFacGetTo

Field Value

float

voiceCounter

public int voiceCounter

Field Value

int

wakeUp

public float wakeUp

Field Value

float

Properties

Footing

public bool Footing { get; }

Property Value

bool

Sleeping

public bool Sleeping { get; }

Property Value

bool

State

public MouseState State { get; }

Property Value

MouseState

Methods

Act()

public void Act()

AttatchRope(IntVector2)

public void AttatchRope(IntVector2 attatchPos)

Parameters

attatchPos IntVector2

Carried()

public void Carried()

CarryObject()

public void CarryObject()

Collide(PhysicalObject, int, int)

public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)

Parameters

otherObject PhysicalObject
myChunk int
otherChunk int

DetatchRope()

public void DetatchRope()

Die()

public override void Die()

GenerateIVars()

public void GenerateIVars()

Grabbed(Grasp)

public override void Grabbed(Creature.Grasp grasp)

Parameters

grasp Creature.Grasp

Hang()

public void Hang()

InitiateGraphicsModule()

public override void InitiateGraphicsModule()

MoveTowards(Vector2)

public void MoveTowards(Vector2 moveTo)

Parameters

moveTo Vector2

PlaceInRoom(Room)

public override void PlaceInRoom(Room placeRoom)

Parameters

placeRoom Room

Run(MovementConnection)

public void Run(MovementConnection followingConnection)

Parameters

followingConnection MovementConnection

ShortCutColor()

public override Color ShortCutColor()

Returns

Color

Sit()

public void Sit()

SpitOutOfShortCut(IntVector2, Room, bool)

public override void SpitOutOfShortCut(IntVector2 pos, Room newRoom, bool spitOutAllSticks)

Parameters

pos IntVector2
newRoom Room
spitOutAllSticks bool

Squeak(float)

public void Squeak(float stress)

Parameters

stress float

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

Update(bool)

public override void Update(bool eu)

Parameters

eu bool

UpdateRope()

public void UpdateRope()

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