Class TentaclePlant
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class TentaclePlant : Creature, PhysicalObject.IHaveAppendages
- Inheritance
-
TentaclePlant
- Implements
- Inherited Members
Constructors
TentaclePlant(AbstractCreature, World)
public TentaclePlant(AbstractCreature abstractCreature, World world)
Parameters
abstractCreatureAbstractCreatureworldWorld
Fields
attack
public float attack
Field Value
attackDir
public Vector2 attackDir
Field Value
- Vector2
canGrab
public float canGrab
Field Value
controlRegion
public InputCircularRegion controlRegion
Field Value
extended
public float extended
Field Value
forceIntoShortCut
public float forceIntoShortCut
Field Value
idlePos
public Vector2 idlePos
Field Value
- Vector2
rootPos
public Vector2 rootPos
Field Value
- Vector2
rootRad
public float rootRad
Field Value
scratchPath
public List<IntVector2> scratchPath
Field Value
shortCutPos
public IntVector2 shortCutPos
Field Value
soundLoop
public ChunkDynamicSoundLoop soundLoop
Field Value
stickOutDir
public Vector2 stickOutDir
Field Value
- Vector2
tentacle
public Tentacle tentacle
Field Value
tipRad
public float tipRad
Field Value
Properties
AI
public TentaclePlantAI AI { get; }
Property Value
VisionPoint
public override Vector2 VisionPoint { get; }
Property Value
- Vector2
Methods
AppendagePosition(int, int)
public Vector2 AppendagePosition(int appendage, int segment)
Parameters
Returns
- Vector2
ApplyForceOnAppendage(Pos, Vector2)
public void ApplyForceOnAppendage(PhysicalObject.Appendage.Pos pos, Vector2 momentum)
Parameters
posPhysicalObject.Appendage.PosmomentumVector2
Carry(bool)
public void Carry(bool eu)
Parameters
eubool
Collide(PhysicalObject, int, int)
public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)
Parameters
otherObjectPhysicalObjectmyChunkintotherChunkint
InitiateGraphicsModule()
public override void InitiateGraphicsModule()
NewRoom(Room)
public override void NewRoom(Room room)
Parameters
roomRoom
Rad(float)
public float Rad(float f)
Parameters
ffloat
Returns
Update(bool)
public override void Update(bool eu)
Parameters
eubool
Violence(BodyChunk, Vector2?, BodyChunk, Pos, DamageType, float, float)
public override void Violence(BodyChunk source, Vector2? directionAndMomentum, BodyChunk hitChunk, PhysicalObject.Appendage.Pos hitAppendage, Creature.DamageType type, float damage, float stunBonus)
Parameters
sourceBodyChunkdirectionAndMomentumVector2?hitChunkBodyChunkhitAppendagePhysicalObject.Appendage.PostypeCreature.DamageTypedamagefloatstunBonusfloat