Table of Contents

Class Tentacle

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

Constructors

Tentacle(PhysicalObject, BodyChunk, float)

public Tentacle(PhysicalObject owner, BodyChunk connectedChunk, float length)

Parameters

owner PhysicalObject
connectedChunk BodyChunk
length float

Fields

backtrackFrom

public int backtrackFrom

Field Value

int

connectedChunk

public BodyChunk connectedChunk

Field Value

BodyChunk

debugViz

public bool debugViz

Field Value

bool

floatGrabDest

public Vector2? floatGrabDest

Field Value

Vector2?

goForGoalPower

public float goForGoalPower

Field Value

float

grabPath

public List<IntVector2> grabPath

Field Value

List<IntVector2>

grabPathSprites

public List<DebugSprite> grabPathSprites

Field Value

List<DebugSprite>

idealLength

public float idealLength

Field Value

float

limp

public bool limp

Field Value

bool

owner

public PhysicalObject owner

Field Value

PhysicalObject

pullCounter

public int pullCounter

Field Value

int

pullsThisTick

public int pullsThisTick

Field Value

int

rf

public float rf

Field Value

float

room

public Room room

Field Value

Room

scratchPath

public List<IntVector2> scratchPath

Field Value

List<IntVector2>

segments

public List<IntVector2> segments

Field Value

List<IntVector2>

sprites

public List<DebugSprite> sprites

Field Value

List<DebugSprite>

stretchAndSqueeze

public float stretchAndSqueeze

Field Value

float

tChunks

public Tentacle.TentacleChunk[] tChunks

Field Value

TentacleChunk[]

tProps

public Tentacle.TentacleProps tProps

Field Value

Tentacle.TentacleProps

updateCounter

public float updateCounter

Field Value

float

Properties

BasePos

public IntVector2 BasePos { get; }

Property Value

IntVector2

FloatBase

public Vector2 FloatBase { get; }

Property Value

Vector2

Tip

public Tentacle.TentacleChunk Tip { get; }

Property Value

Tentacle.TentacleChunk

TotalRope

public float TotalRope { get; }

Property Value

float

grabDest

public IntVector2? grabDest { get; }

Property Value

IntVector2?

retractFac

public float retractFac { get; set; }

Property Value

float

Methods

AdjustLength(ref List<IntVector2>)

public void AdjustLength(ref List<IntVector2> path)

Parameters

path List<IntVector2>

AlignWithGrabPath(ref List<IntVector2>)

public void AlignWithGrabPath(ref List<IntVector2> path)

Parameters

path List<IntVector2>

CheckIfAnySegmentsLeft()

public void CheckIfAnySegmentsLeft()

ClearDebugSprites()

public void ClearDebugSprites()

CreateDebugSprites()

public void CreateDebugSprites()

CurrentLength()

public float CurrentLength()

Returns

float

Detour(int, IntVector2)

public void Detour(int segment, IntVector2 newPos)

Parameters

segment int
newPos IntVector2

FindGrabPath(ref List<IntVector2>)

public void FindGrabPath(ref List<IntVector2> path)

Parameters

path List<IntVector2>

FindTentaclePath(IntVector2, IntVector2, ref List<IntVector2>)

public int FindTentaclePath(IntVector2 start, IntVector2 goal, ref List<IntVector2> path)

Parameters

start IntVector2
goal IntVector2
path List<IntVector2>

Returns

int

Gravity()

public void Gravity()

GravityDirection()

public virtual IntVector2 GravityDirection()

Returns

IntVector2

Grow(int)

public void Grow(int add)

Parameters

add int

IsOccuppiedByTChunk(int, int)

public bool IsOccuppiedByTChunk(int segment, int ignoreSegment)

Parameters

segment int
ignoreSegment int

Returns

bool

MoveAlignedSegmentsWithPath(ref List<IntVector2>)

public void MoveAlignedSegmentsWithPath(ref List<IntVector2> path)

Parameters

path List<IntVector2>

MoveBase(IntVector2, ref List<IntVector2>)

public void MoveBase(IntVector2 newPos, ref List<IntVector2> path)

Parameters

newPos IntVector2
path List<IntVector2>

MoveGrabDest(Vector2, ref List<IntVector2>)

public void MoveGrabDest(Vector2 newGrabDest, ref List<IntVector2> path)

Parameters

newGrabDest Vector2
path List<IntVector2>

MoveSegment(int, IntVector2, bool, bool)

public bool MoveSegment(int s, IntVector2 dest, bool allowMovingToOccupiedSpace, bool allowSolidTile)

Parameters

s int
dest IntVector2
allowMovingToOccupiedSpace bool
allowSolidTile bool

Returns

bool

NewRoom(Room)

public virtual void NewRoom(Room room)

Parameters

room Room

PrivateMoveBase(IntVector2)

public void PrivateMoveBase(IntVector2 movement)

Parameters

movement IntVector2

PullAtTentacle(int, bool, ref List<IntVector2>)

public void PullAtTentacle(int startPullingPoint, bool onlySimplePull, ref List<IntVector2> path)

Parameters

startPullingPoint int
onlySimplePull bool
path List<IntVector2>

PushChunksApart(int, int)

public void PushChunksApart(int a, int b)

Parameters

a int
b int

Reset(Vector2)

public void Reset(Vector2 resetPos)

Parameters

resetPos Vector2

Shorten(int, int, List<IntVector2>, int)

public void Shorten(int from, int to, List<IntVector2> straightPath, int straightPathCount)

Parameters

from int
to int
straightPath List<IntVector2>
straightPathCount int

Update()

public virtual void Update()

UpdateDebugSprites()

public void UpdateDebugSprites()

UpdateGrabPathDebugSprites()

public void UpdateGrabPathDebugSprites()

Visual(IntVector2, IntVector2)

public bool Visual(IntVector2 a, IntVector2 b)

Parameters

a IntVector2
b IntVector2

Returns

bool