Table of Contents

Class Room

Namespace
Global
Assembly
Assembly-CSharp.dll
public class Room
Inheritance
Room
Inherited Members

Constructors

Room(RainWorldGame, World, AbstractRoom)

public Room(RainWorldGame game, World world, AbstractRoom abstractRoom)

Parameters

game RainWorldGame
world World
abstractRoom AbstractRoom

Fields

DefaultTile

public Room.Tile DefaultTile

Field Value

Room.Tile

Height

public int Height

Field Value

int

PERTILEVISALIZER

public DebugPerTileVisualizer PERTILEVISALIZER

Field Value

DebugPerTileVisualizer

SwarmerCount

public int SwarmerCount

Field Value

int

Tiles

public Room.Tile[,] Tiles

Field Value

Tile[,]

Width

public int Width

Field Value

int

accessModifiers

public List<IAccessibilityModifier> accessModifiers

Field Value

List<IAccessibilityModifier>

aidataprepro

public AIdataPreprocessor aidataprepro

Field Value

AIdataPreprocessor

aimap

public AImap aimap

Field Value

AImap

backgroundNoise

public float backgroundNoise

Field Value

float

blizzard

public bool blizzard

Field Value

bool

blizzardGraphics

public BlizzardGraphics blizzardGraphics

Field Value

BlizzardGraphics

blizzardHeatSources

public List<IProvideWarmth> blizzardHeatSources

Field Value

List<IProvideWarmth>

borderExits

public RoomBorderExit[] borderExits

Field Value

RoomBorderExit[]

cameraPositions

public Vector2[] cameraPositions

Field Value

Vector2[]

camerasChangedTick

public int camerasChangedTick

Field Value

int

ceilingTiles

public IntVector2[] ceilingTiles

Field Value

IntVector2[]

cellDistortions

public List<CellDistortion> cellDistortions

Field Value

List<CellDistortion>

chunkGlue

public List<ChunkGlue> chunkGlue

Field Value

List<ChunkGlue>

climbableVines

public ClimbableVinesSystem climbableVines

Field Value

ClimbableVinesSystem

cloudsNdarken

public Vector2 cloudsNdarken

Field Value

Vector2

cntr

public int cntr

Field Value

int

cosmeticLightSources

public List<LightSource> cosmeticLightSources

Field Value

List<LightSource>

darkenLightsFactor

public float darkenLightsFactor

Field Value

float

deathFallFocalPoints

public List<Vector2> deathFallFocalPoints

Field Value

List<Vector2>

deathFallGraphic

public DeathFallGraphic deathFallGraphic

Field Value

DeathFallGraphic

defaultWaterLevel

public int defaultWaterLevel

Field Value

int

deferred

public bool deferred

Field Value

bool

dustStorm

public bool dustStorm

Field Value

bool

energySwirls

public List<EnergySwirl> energySwirls

Field Value

List<EnergySwirl>

exitAndDenIndex

public IntVector2[] exitAndDenIndex

Field Value

IntVector2[]

fliesRoomAi

public FliesRoomAI fliesRoomAi

Field Value

FliesRoomAI

floatWaterLevel

public float floatWaterLevel

Field Value

float

game

public RainWorldGame game

Field Value

RainWorldGame

gameOverRoom

public bool gameOverRoom

Field Value

bool

garbageHoles

public IntVector2[] garbageHoles

Field Value

IntVector2[]

gravity

public float gravity

Field Value

float

hives

public IntVector2[][] hives

Field Value

IntVector2[][]

insectCoordinator

public InsectCoordinator insectCoordinator

Field Value

InsectCoordinator

lastBackgroundNoise

public float lastBackgroundNoise

Field Value

float

lastWaterGlitterCycle

public float lastWaterGlitterCycle

Field Value

float

lightAngle

public Vector2 lightAngle

Field Value

Vector2

lightSources

public List<LightSource> lightSources

Field Value

List<LightSource>

lightning

public Lightning lightning

Field Value

Lightning

lightningMachines

public List<LightningMachine> lightningMachines

Field Value

List<LightningMachine>

loadingProgress

public int loadingProgress

Field Value

int

localBlizzards

public List<LocalBlizzard> localBlizzards

Field Value

List<LocalBlizzard>

lockedShortcuts

public List<IntVector2> lockedShortcuts

Field Value

List<IntVector2>

oeSpheres

public List<OEsphere> oeSpheres

Field Value

List<OEsphere>

oracleWantToSpawn

public Oracle.OracleID oracleWantToSpawn

Field Value

Oracle.OracleID

physicalObjects

public List<PhysicalObject>[] physicalObjects

Field Value

List<PhysicalObject>[]

quickPather

public QuickPathFinder quickPather

Field Value

QuickPathFinder

readyForNonAICreaturesToEnter

public bool readyForNonAICreaturesToEnter

Field Value

bool

regionGate

public RegionGate regionGate

Field Value

RegionGate

roomRain

public RoomRain roomRain

Field Value

RoomRain

roomSettings

public RoomSettings roomSettings

Field Value

RoomSettings

shelterDoor

public ShelterDoor shelterDoor

Field Value

ShelterDoor

shortcuts

public ShortcutData[] shortcuts

Field Value

ShortcutData[]

shortcutsBlinking

public float[,] shortcutsBlinking

Field Value

float[,]

shortcutsIndex

public IntVector2[] shortcutsIndex

Field Value

IntVector2[]

snow

public bool snow

Field Value

bool

snowObject

public Snow snowObject

Field Value

Snow

snowSources

public List<SnowSource> snowSources

Field Value

List<SnowSource>

socialEventRecognizer

public SocialEventRecognizer socialEventRecognizer

Field Value

SocialEventRecognizer

spawnInRoomItems

public IntVector2[] spawnInRoomItems

Field Value

IntVector2[]

syncTicker

public int syncTicker

Field Value

int

timeAdder

public long timeAdder

Field Value

long

timeDivider

public int timeDivider

Field Value

int

updateIndex

public int updateIndex

Field Value

int

visionObscurers

public List<VisionObscurer> visionObscurers

Field Value

List<VisionObscurer>

waitToEnterAfterFullyLoaded

public int waitToEnterAfterFullyLoaded

Field Value

int

water

public bool water

Field Value

bool

waterFalls

public WaterFall[] waterFalls

Field Value

WaterFall[]

waterFlux

public Room.WaterFluxController waterFlux

Field Value

Room.WaterFluxController

waterGlitterCycle

public float waterGlitterCycle

Field Value

float

waterInFrontOfTerrain

public bool waterInFrontOfTerrain

Field Value

bool

waterInverted

public bool waterInverted

Field Value

bool

waterObject

public Water waterObject

Field Value

Water

world

public World world

Field Value

World

zapCoils

public List<ZapCoil> zapCoils

Field Value

List<ZapCoil>

Properties

BackgroundNoise

public float BackgroundNoise { get; }

Property Value

float

BeingViewed

public bool BeingViewed { get; }

Property Value

bool

DustStormIntensity

public float DustStormIntensity { get; }

Property Value

float

ElectricPower

public float ElectricPower { get; }

Property Value

float

PixelHeight

public float PixelHeight { get; }

Property Value

float

PixelWidth

public float PixelWidth { get; }

Property Value

float

PlayersInRoom

public List<Player> PlayersInRoom { get; }

Property Value

List<Player>

ReadyForPlayer

public bool ReadyForPlayer { get; }

Property Value

bool

RoomRect

public FloatRect RoomRect { get; }

Property Value

FloatRect

TileHeight

public int TileHeight { get; }

Property Value

int

TileWidth

public int TileWidth { get; }

Property Value

int

abstractRoom

public AbstractRoom abstractRoom { get; set; }

Property Value

AbstractRoom

drawableObjects

public List<IDrawable> drawableObjects { get; set; }

Property Value

List<IDrawable>

fullyLoaded

public bool fullyLoaded { get; }

Property Value

bool

list

public List<int> list { get; set; }

Property Value

List<int>

quantifiedCreaturesPlaced

public bool quantifiedCreaturesPlaced { get; }

Property Value

bool

readyForAI

public bool readyForAI { get; }

Property Value

bool

shortCutsReady

public bool shortCutsReady { get; }

Property Value

bool

updateList

public List<UpdatableAndDeletable> updateList { get; set; }

Property Value

List<UpdatableAndDeletable>

Methods

AddHiveTile(ref List<IntVector2>, ref List<int>, ref int, IntVector2)

public static void AddHiveTile(ref List<IntVector2> hiveTiles, ref List<int> hiveTileIndexes, ref int currentHiveTileIndex, IntVector2 tile)

Parameters

hiveTiles List<IntVector2>
hiveTileIndexes List<int>
currentHiveTileIndex int
tile IntVector2

AddObject(UpdatableAndDeletable)

public void AddObject(UpdatableAndDeletable obj)

Parameters

obj UpdatableAndDeletable

AddSnow()

public void AddSnow()

AddWater()

public void AddWater()

AddWaterfall(IntVector2, ref List<IntVector2>)

public void AddWaterfall(IntVector2 tile, ref List<IntVector2> usedWFtiles)

Parameters

tile IntVector2
usedWFtiles List<IntVector2>

BlinkShortCut(int, int, float)

public void BlinkShortCut(int shortcut, int secondary, float blinkFac)

Parameters

shortcut int
secondary int
blinkFac float

CameraViewingNode(int)

public int CameraViewingNode(int node)

Parameters

node int

Returns

int

CameraViewingPoint(Vector2)

public int CameraViewingPoint(Vector2 p)

Parameters

p Vector2

Returns

int

ChangeCollisionLayerForObject(PhysicalObject, int)

public void ChangeCollisionLayerForObject(PhysicalObject obj, int newLayer)

Parameters

obj PhysicalObject
newLayer int

CleanOutObjectNotInThisRoom(UpdatableAndDeletable)

public void CleanOutObjectNotInThisRoom(UpdatableAndDeletable obj)

Parameters

obj UpdatableAndDeletable

CompleteDarkness(Vector2, float, float, bool)

public bool CompleteDarkness(Vector2 pos, float margin, float reqDarkness, bool checkForPlayers)

Parameters

pos Vector2
margin float
reqDarkness float
checkForPlayers bool

Returns

bool

Darkness(Vector2)

public float Darkness(Vector2 pos)

Parameters

pos Vector2

Returns

float

DarknessOfPoint(RoomCamera, Vector2)

public float DarknessOfPoint(RoomCamera rCam, Vector2 pos)

Parameters

rCam RoomCamera
pos Vector2

Returns

float

DestroyObject(EntityID)

public void DestroyObject(EntityID ID)

Parameters

ID EntityID

FloatWaterLevel(float)

public float FloatWaterLevel(float horizontalPos)

Parameters

horizontalPos float

Returns

float

GetTile(IntVector2)

public Room.Tile GetTile(IntVector2 pos)

Parameters

pos IntVector2

Returns

Room.Tile

GetTile(int, int)

public Room.Tile GetTile(int x, int y)

Parameters

x int
y int

Returns

Room.Tile

GetTile(Vector2)

public Room.Tile GetTile(Vector2 pos)

Parameters

pos Vector2

Returns

Room.Tile

GetTile(WorldCoordinate)

public Room.Tile GetTile(WorldCoordinate pos)

Parameters

pos WorldCoordinate

Returns

Room.Tile

GetTilePosition(Vector2)

public IntVector2 GetTilePosition(Vector2 pos)

Parameters

pos Vector2

Returns

IntVector2

GetWorldCoordinate(IntVector2)

public WorldCoordinate GetWorldCoordinate(IntVector2 pos)

Parameters

pos IntVector2

Returns

WorldCoordinate

GetWorldCoordinate(Vector2)

public WorldCoordinate GetWorldCoordinate(Vector2 pos)

Parameters

pos Vector2

Returns

WorldCoordinate

IdentifySlope(IntVector2)

public Room.SlopeDirection IdentifySlope(IntVector2 pos)

Parameters

pos IntVector2

Returns

Room.SlopeDirection

IdentifySlope(int, int)

public Room.SlopeDirection IdentifySlope(int X, int Y)

Parameters

X int
Y int

Returns

Room.SlopeDirection

IdentifySlope(Vector2)

public Room.SlopeDirection IdentifySlope(Vector2 pos)

Parameters

pos Vector2

Returns

Room.SlopeDirection

InGameNoise(InGameNoise)

public void InGameNoise(InGameNoise noise)

Parameters

noise InGameNoise

IsCornerFree(int, int, CornerLabel)

public bool IsCornerFree(int x, int y, FloatRect.CornerLabel corner)

Parameters

x int
y int
corner FloatRect.CornerLabel

Returns

bool

IsCornerFree(int, int, int)

public bool IsCornerFree(int x, int y, int corner)

Parameters

x int
y int
corner int

Returns

bool

IsGateRoom()

public bool IsGateRoom()

Returns

bool

IsPositionInsideBoundries(IntVector2)

public bool IsPositionInsideBoundries(IntVector2 pos)

Parameters

pos IntVector2

Returns

bool

LightSourceColor(Vector2)

public Color LightSourceColor(Vector2 pos)

Parameters

pos Vector2

Returns

Color

LightSourceExposure(Vector2)

public float LightSourceExposure(Vector2 pos)

Parameters

pos Vector2

Returns

float

LoadFromDataString(string[])

public void LoadFromDataString(string[] lines)

Parameters

lines string[]

Loaded()

public void Loaded()

LocalCoordinateOfNode(int)

public WorldCoordinate LocalCoordinateOfNode(int node)

Parameters

node int

Returns

WorldCoordinate

MakeBackgroundNoise(float)

public void MakeBackgroundNoise(float noise)

Parameters

noise float

MiddleOfTile(IntVector2)

public Vector2 MiddleOfTile(IntVector2 pos)

Parameters

pos IntVector2

Returns

Vector2

MiddleOfTile(int, int)

public Vector2 MiddleOfTile(int x, int y)

Parameters

x int
y int

Returns

Vector2

MiddleOfTile(Vector2)

public Vector2 MiddleOfTile(Vector2 pos)

Parameters

pos Vector2

Returns

Vector2

MiddleOfTile(WorldCoordinate)

public Vector2 MiddleOfTile(WorldCoordinate coord)

Parameters

coord WorldCoordinate

Returns

Vector2

NewMessageInRoom(string, int)

public void NewMessageInRoom(string text, int extraLinger)

Parameters

text string
extraLinger int

NewMessageInRoom(string, float, float, int)

public void NewMessageInRoom(string text, float xOrientation, float yPos, int extraLinger)

Parameters

text string
xOrientation float
yPos float
extraLinger int

NoLongerViewed()

public void NoLongerViewed()

NowViewed()

public void NowViewed()

PausedUpdate()

public void PausedUpdate()

PlaceQCScore(IntVector2, CreatureSpecificAImap, int, Type, List<IntVector2>)

public float PlaceQCScore(IntVector2 pos, CreatureSpecificAImap critMap, int node, CreatureTemplate.Type critType, List<IntVector2> QCPositions)

Parameters

pos IntVector2
critMap CreatureSpecificAImap
node int
critType CreatureTemplate.Type
QCPositions List<IntVector2>

Returns

float

PlaceQuantifiedCreaturesInRoom(Type)

public void PlaceQuantifiedCreaturesInRoom(CreatureTemplate.Type critType)

Parameters

critType CreatureTemplate.Type

PlayCustomChunkSound(string, BodyChunk, float, float)

public ChunkSoundEmitter PlayCustomChunkSound(string soundName, BodyChunk chunk, float vol, float pitch)

Parameters

soundName string
chunk BodyChunk
vol float
pitch float

Returns

ChunkSoundEmitter

PlayCustomDisembodiedLoop(string, float, float, float)

public DisembodiedLoopEmitter PlayCustomDisembodiedLoop(string soundName, float pan, float vol, float pitch)

Parameters

soundName string
pan float
vol float
pitch float

Returns

DisembodiedLoopEmitter

PlayCustomSound(string, Vector2, float, float)

public void PlayCustomSound(string soundName, Vector2 pos, float vol, float pitch)

Parameters

soundName string
pos Vector2
vol float
pitch float

PlayCustomSoundDisembodied(string, float, float, float)

public void PlayCustomSoundDisembodied(string soundName, float pan, float vol, float pitch)

Parameters

soundName string
pan float
vol float
pitch float

PlayDisembodiedLoop(SoundID, float, float, float)

public DisembodiedLoopEmitter PlayDisembodiedLoop(SoundID soundID, float vol, float pitch, float pan)

Parameters

soundID SoundID
vol float
pitch float
pan float

Returns

DisembodiedLoopEmitter

PlayRectSound(SoundID, FloatRect, bool, float, float)

public RectSoundEmitter PlayRectSound(SoundID soundID, FloatRect rect, bool loop, float vol, float pitch)

Parameters

soundID SoundID
rect FloatRect
loop bool
vol float
pitch float

Returns

RectSoundEmitter

PlaySound(SoundID, BodyChunk)

public ChunkSoundEmitter PlaySound(SoundID soundId, BodyChunk chunk)

Parameters

soundId SoundID
chunk BodyChunk

Returns

ChunkSoundEmitter

PlaySound(SoundID, BodyChunk, bool, float, float)

public ChunkSoundEmitter PlaySound(SoundID soundId, BodyChunk chunk, bool loop, float vol, float pitch)

Parameters

soundId SoundID
chunk BodyChunk
loop bool
vol float
pitch float

Returns

ChunkSoundEmitter

PlaySound(SoundID, BodyChunk, bool, float, float, bool)

public ChunkSoundEmitter PlaySound(SoundID soundId, BodyChunk chunk, bool loop, float vol, float pitch, bool randomStartPosition)

Parameters

soundId SoundID
chunk BodyChunk
loop bool
vol float
pitch float
randomStartPosition bool

Returns

ChunkSoundEmitter

PlaySound(SoundID, PositionedSoundEmitter, bool, float, float, bool)

public void PlaySound(SoundID soundId, PositionedSoundEmitter em, bool loop, float vol, float pitch, bool randomStartPosition)

Parameters

soundId SoundID
em PositionedSoundEmitter
loop bool
vol float
pitch float
randomStartPosition bool

PlaySound(SoundID, float, float, float)

public void PlaySound(SoundID soundId, float pan, float vol, float pitch)

Parameters

soundId SoundID
pan float
vol float
pitch float

PlaySound(SoundID, Vector2)

public void PlaySound(SoundID soundId, Vector2 pos)

Parameters

soundId SoundID
pos Vector2

PlaySound(SoundID, Vector2, float, float)

public void PlaySound(SoundID soundId, Vector2 pos, float vol, float pitch)

Parameters

soundId SoundID
pos Vector2
vol float
pitch float

PointDeferred(Vector2)

public bool PointDeferred(Vector2 pos)

Parameters

pos Vector2

Returns

bool

PointSubmerged(Vector2)

public bool PointSubmerged(Vector2 pos)

Parameters

pos Vector2

Returns

bool

PointSubmerged(Vector2, float)

public bool PointSubmerged(Vector2 pos, float yDisplacement)

Parameters

pos Vector2
yDisplacement float

Returns

bool

RandomPos()

public Vector2 RandomPos()

Returns

Vector2

RandomTile()

public IntVector2 RandomTile()

Returns

IntVector2

RayTraceTilesForTerrain(int, int, int, int)

public bool RayTraceTilesForTerrain(int x0, int y0, int x1, int y1)

Parameters

x0 int
y0 int
x1 int
y1 int

Returns

bool

RayTraceTilesList(int, int, int, int, ref List<IntVector2>)

public int RayTraceTilesList(int x0, int y0, int x1, int y1, ref List<IntVector2> path)

Parameters

x0 int
y0 int
x1 int
y1 int
path List<IntVector2>

Returns

int

ReadyForAI()

public void ReadyForAI()

ReallyTrulyRealizedInRoom(AbstractPhysicalObject)

public bool ReallyTrulyRealizedInRoom(AbstractPhysicalObject obj)

Parameters

obj AbstractPhysicalObject

Returns

bool

RemoveObject(UpdatableAndDeletable)

public void RemoveObject(UpdatableAndDeletable obj)

Parameters

obj UpdatableAndDeletable

ScreenMovement(Vector2?, Vector2, float)

public void ScreenMovement(Vector2? pos, Vector2 bump, float shake)

Parameters

pos Vector2?
bump Vector2
shake float

SetAbstractRoom(AbstractRoom)

public void SetAbstractRoom(AbstractRoom newAbstractRoom)

Parameters

newAbstractRoom AbstractRoom
public void SetLightBeamBlink(LightBeam lightBeam, int ind)

Parameters

lightBeam LightBeam
ind int
public void SetLightSourceBlink(LightSource lightSource, int ind)

Parameters

lightSource LightSource
ind int

ShorcutEntranceHoleDirection(IntVector2)

public IntVector2 ShorcutEntranceHoleDirection(IntVector2 pos)

Parameters

pos IntVector2

Returns

IntVector2

ShortCutsReady()

public void ShortCutsReady()

ShortcutLeadingToNode(int)

public ShortcutData ShortcutLeadingToNode(int node)

Parameters

node int

Returns

ShortcutData

ShouldBeDeferred(UpdatableAndDeletable)

public bool ShouldBeDeferred(UpdatableAndDeletable obj)

Parameters

obj UpdatableAndDeletable

Returns

bool

SlugcatGamemodeUniqueRoomSettings(RainWorldGame)

public void SlugcatGamemodeUniqueRoomSettings(RainWorldGame game)

Parameters

game RainWorldGame

SpawnMultiplayerItem(PlacedObject)

public void SpawnMultiplayerItem(PlacedObject placedObj)

Parameters

placedObj PlacedObject

TileRect(IntVector2)

public FloatRect TileRect(IntVector2 pos)

Parameters

pos IntVector2

Returns

FloatRect

ToWorldCoordinate(IntVector2)

public WorldCoordinate ToWorldCoordinate(IntVector2 intVector2)

Parameters

intVector2 IntVector2

Returns

WorldCoordinate

ToWorldCoordinate(Vector2)

public WorldCoordinate ToWorldCoordinate(Vector2 vector2)

Parameters

vector2 Vector2

Returns

WorldCoordinate

TriggerCombatArena()

public void TriggerCombatArena()

Update()

public void Update()

ViewedByAnyCamera(Rect, float)

public bool ViewedByAnyCamera(Rect rect, float margin)

Parameters

rect Rect
margin float

Returns

bool

ViewedByAnyCamera(Vector2, float)

public bool ViewedByAnyCamera(Vector2 pos, float margin)

Parameters

pos Vector2
margin float

Returns

bool

VisualContact(IntVector2, IntVector2)

public bool VisualContact(IntVector2 a, IntVector2 b)

Parameters

a IntVector2
b IntVector2

Returns

bool

VisualContact(Vector2, Vector2)

public bool VisualContact(Vector2 a, Vector2 b)

Parameters

a Vector2
b Vector2

Returns

bool

VisualContact(WorldCoordinate, WorldCoordinate)

public bool VisualContact(WorldCoordinate a, WorldCoordinate b)

Parameters

a WorldCoordinate
b WorldCoordinate

Returns

bool

WaterLevelDisplacement(Vector2)

public float WaterLevelDisplacement(Vector2 pos)

Parameters

pos Vector2

Returns

float

WaterShinyness(Vector2, float)

public float WaterShinyness(Vector2 pos, float timeStacker)

Parameters

pos Vector2
timeStacker float

Returns

float

WhichRoomDoesThisExitLeadTo(IntVector2)

public AbstractRoom WhichRoomDoesThisExitLeadTo(IntVector2 exit)

Parameters

exit IntVector2

Returns

AbstractRoom

shortcutData(IntVector2)

public ShortcutData shortcutData(IntVector2 pos)

Parameters

pos IntVector2

Returns

ShortcutData

shortcutData(Vector2)

public ShortcutData shortcutData(Vector2 pos)

Parameters

pos Vector2

Returns

ShortcutData