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
Field Value
- MouseAI
carried
Field Value
- bool
controlSitting
public bool controlSitting
Field Value
- bool
currentlyClimbingCorridor
public bool currentlyClimbingCorridor
Field Value
- bool
fallAsleep
Field Value
- float
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
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
Field Value
- float
ropeStretch
Field Value
- float
runCycle
Field Value
- float
runSpeed
Field Value
- float
shrinkingRope
public bool shrinkingRope
Field Value
- 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
Field Value
- float
swingFacGetTo
public float swingFacGetTo
Field Value
- float
voiceCounter
Field Value
- int
wakeUp
Field Value
- float
Properties
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()
AttatchRope(IntVector2)
public void AttatchRope(IntVector2 attatchPos)
Parameters
attatchPos IntVector2
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()
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()
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()
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()
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