Table of Contents

Class PhysicalObject

Namespace
Global
Assembly
Assembly-CSharp.dll
public abstract class PhysicalObject : UpdatableAndDeletable
Inheritance
PhysicalObject
Derived
Inherited Members

Constructors

PhysicalObject(AbstractPhysicalObject)

public PhysicalObject(AbstractPhysicalObject abstractPhysicalObject)

Parameters

abstractPhysicalObject AbstractPhysicalObject

Fields

abstractPhysicalObject

public AbstractPhysicalObject abstractPhysicalObject

Field Value

AbstractPhysicalObject

appendages

public List<PhysicalObject.Appendage> appendages

Field Value

List<PhysicalObject.Appendage>

bodyChunkConnections

public PhysicalObject.BodyChunkConnection[] bodyChunkConnections

Field Value

BodyChunkConnection[]

bounce

public float bounce

Field Value

float

canBeHitByWeapons

public bool canBeHitByWeapons

Field Value

bool

collisionLayer

public int collisionLayer

Field Value

int

collisionRange

public float collisionRange

Field Value

float

g

public float g

Field Value

float

grabbedBy

public List<Creature.Grasp> grabbedBy

Field Value

List<Creature.Grasp>

impactTreshhold

public float impactTreshhold

Field Value

float

jollyBeingPointedCounter

public int jollyBeingPointedCounter

Field Value

int

sticksRespawned

public bool sticksRespawned

Field Value

bool

surfaceFriction

public float surfaceFriction

Field Value

float

waterRetardationImmunity

public float waterRetardationImmunity

Field Value

float

Properties

CollideWithObjects

public bool CollideWithObjects { get; set; }

Property Value

bool

CollideWithSlopes

public bool CollideWithSlopes { get; set; }

Property Value

bool

CollideWithTerrain

public bool CollideWithTerrain { get; set; }

Property Value

bool

EffectiveRoomGravity

public virtual float EffectiveRoomGravity { get; }

Property Value

float

GoThroughFloors

public bool GoThroughFloors { get; set; }

Property Value

bool

LickedByPlayer

public Player LickedByPlayer { get; }

Property Value

Player

RandomChunk

public BodyChunk RandomChunk { get; }

Property Value

BodyChunk

Submersion

public float Submersion { get; }

Property Value

float

TotalMass

public float TotalMass { get; }

Property Value

float

VisibilityBonus

public virtual float VisibilityBonus { get; }

Property Value

float

airFriction

public float airFriction { get; set; }

Property Value

float

bodyChunks

public BodyChunk[] bodyChunks { get; set; }

Property Value

BodyChunk[]

buoyancy

public float buoyancy { get; set; }

Property Value

float

firstChunk

public BodyChunk firstChunk { get; }

Property Value

BodyChunk

graphicsModule

public GraphicsModule graphicsModule { get; set; }

Property Value

GraphicsModule

gravity

public float gravity { get; set; }

Property Value

float

waterFriction

public float waterFriction { get; set; }

Property Value

float

Methods

AllGraspsLetGoOfThisObject(bool)

public void AllGraspsLetGoOfThisObject(bool evenNonExlusive)

Parameters

evenNonExlusive bool

ChangeCollisionLayer(int)

public void ChangeCollisionLayer(int newCollisionLayer)

Parameters

newCollisionLayer int

Collide(PhysicalObject, int, int)

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

Parameters

otherObject PhysicalObject
myChunk int
otherChunk int

DisposeGraphicsModule()

public virtual void DisposeGraphicsModule()

Grabbed(Grasp)

public virtual void Grabbed(Creature.Grasp grasp)

Parameters

grasp Creature.Grasp

GraphicsModuleUpdated(bool, bool)

public virtual void GraphicsModuleUpdated(bool actuallyViewed, bool eu)

Parameters

actuallyViewed bool
eu bool

HitByExplosion(float, Explosion, int)

public virtual void HitByExplosion(float hitFac, Explosion explosion, int hitChunk)

Parameters

hitFac float
explosion Explosion
hitChunk int

HitByWeapon(Weapon)

public virtual void HitByWeapon(Weapon weapon)

Parameters

weapon Weapon

InitiateGraphicsModule()

public virtual void InitiateGraphicsModule()

IsTileSolid(int, int, int)

public bool IsTileSolid(int bChunk, int relativeX, int relativeY)

Parameters

bChunk int
relativeX int
relativeY int

Returns

bool

NewRoom(Room)

public virtual void NewRoom(Room newRoom)

Parameters

newRoom Room

PlaceInRoom(Room)

public virtual void PlaceInRoom(Room placeRoom)

Parameters

placeRoom Room

PushOutOf(Vector2, float, int)

public virtual void PushOutOf(Vector2 pos, float rad, int exceptedChunk)

Parameters

pos Vector2
rad float
exceptedChunk int

RecreateSticksFromAbstract()

public virtual void RecreateSticksFromAbstract()

RemoveGraphicsModule()

public virtual void RemoveGraphicsModule()

SetLocalAirFriction(float)

public void SetLocalAirFriction(float frict)

Parameters

frict float

SetLocalGravity(float)

public void SetLocalGravity(float g)

Parameters

g float

TerrainImpact(int, IntVector2, float, bool)

public virtual 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

WeatherInertia()

public void WeatherInertia()

WeightedPush(int, int, Vector2, float)

public void WeightedPush(int A, int B, Vector2 dir, float frc)

Parameters

A int
B int
dir Vector2
frc float