Class Room
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
- 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
Field Value
- int
PERTILEVISALIZER
public DebugPerTileVisualizer PERTILEVISALIZER
Field Value
- DebugPerTileVisualizer
SwarmerCount
Field Value
- int
Tiles
public Room.Tile[,] Tiles
Field Value
- Tile[,]
Width
Field Value
- int
accessModifiers
public List<IAccessibilityModifier> accessModifiers
Field Value
- List<IAccessibilityModifier>
aidataprepro
public AIdataPreprocessor aidataprepro
Field Value
- AIdataPreprocessor
aimap
Field Value
- AImap
backgroundNoise
public float backgroundNoise
Field Value
- float
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
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
Field Value
- 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
Field Value
- bool
garbageHoles
public IntVector2[] garbageHoles
Field Value
- IntVector2[]
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
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
Field Value
- bool
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
Field Value
- int
timeAdder
Field Value
- long
timeDivider
Field Value
- int
updateIndex
Field Value
- int
visionObscurers
public List<VisionObscurer> visionObscurers
Field Value
- List<VisionObscurer>
waitToEnterAfterFullyLoaded
public int waitToEnterAfterFullyLoaded
Field Value
- int
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
Field Value
- Water
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()
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()
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()
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()
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()
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
SetLightBeamBlink(LightBeam, int)
public void SetLightBeamBlink(LightBeam lightBeam, int ind)
Parameters
lightBeam LightBeam
ind int
SetLightSourceBlink(LightSource, 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()
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
public bool VisualContact(IntVector2 a, IntVector2 b)
Parameters
a IntVector2
b IntVector2
Returns
- bool
public bool VisualContact(Vector2 a, Vector2 b)
Parameters
a Vector2
b Vector2
Returns
- bool
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