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
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
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