Class Vulture
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class Vulture : AirBreatherCreature, IFlyingCreature, PhysicalObject.IHaveAppendages
- Inheritance
-
Vulture
- Implements
-
- Inherited Members
-
Constructors
Vulture(AbstractCreature, World)
public Vulture(AbstractCreature abstractCreature, World world)
Parameters
abstractCreature AbstractCreature
world World
Fields
AI
Field Value
- VultureAI
LaserLight
public LightSource LaserLight
Field Value
- LightSource
cantFindNewGripCounter
public int cantFindNewGripCounter
Field Value
- int
controlledJawSnap
public bool controlledJawSnap
Field Value
- bool
dontSwitchModesCounter
public int dontSwitchModesCounter
Field Value
- int
drown
Field Value
- float
hangingInTentacle
public bool hangingInTentacle
Field Value
- bool
hoverPos
public IntVector2 hoverPos
Field Value
- IntVector2
hoverStill
Field Value
- bool
jawKeepOpenPause
public int jawKeepOpenPause
Field Value
- int
jawOpen
Field Value
- float
jawSlamPause
Field Value
- int
jawVel
Field Value
- float
jetSound
public ChunkSoundEmitter jetSound
Field Value
- ChunkSoundEmitter
jf
Field Value
- float
keepJawOpenPos
public float keepJawOpenPos
Field Value
- float
kingTusks
public KingTusks kingTusks
Field Value
- KingTusks
landingBrake
Field Value
- int
landingBrakePos
public Vector2 landingBrakePos
Field Value
- Vector2
laserCounter
Field Value
- int
lastConnection
public MovementConnection lastConnection
Field Value
- MovementConnection
lastHoverStill
public bool lastHoverStill
Field Value
- bool
lastJawOpen
Field Value
- float
mouseTilePos
public IntVector2 mouseTilePos
Field Value
- IntVector2
moveDirection
public Vector2 moveDirection
Field Value
- Vector2
neck
Field Value
- Tentacle
releaseGrippingTentacle
public int releaseGrippingTentacle
Field Value
- int
snapAt
Field Value
- BodyChunk
snapAtPos
Field Value
- Vector2
snapFrames
Field Value
- int
stuck
Field Value
- int
stuckShake
Field Value
- int
stuckShakeDuration
public int stuckShakeDuration
Field Value
- int
temporarilyAllowInForbiddenTiles
public bool temporarilyAllowInForbiddenTiles
Field Value
- bool
tentacles
public VultureTentacle[] tentacles
Field Value
- VultureTentacle[]
thrusters
public Vulture.VultureThruster[] thrusters
Field Value
- VultureThruster[]
timeSinceLastTakeoff
public int timeSinceLastTakeoff
Field Value
- int
tuskCharge
Field Value
- float
tuskChargeSound
public ChunkSoundEmitter tuskChargeSound
Field Value
- ChunkSoundEmitter
wingFlap
Field Value
- float
wingFlapAmplitude
public float wingFlapAmplitude
Field Value
- float
Properties
AirBorne
public bool AirBorne { get; }
Property Value
- bool
ChargingSnap
public bool ChargingSnap { get; }
Property Value
- bool
DangerPos
public override Vector2 DangerPos { get; }
Property Value
- Vector2
IsKing
public bool IsKing { get; }
Property Value
- bool
IsMiros
public bool IsMiros { get; }
Property Value
- bool
MostlyConsious
public bool MostlyConsious { get; }
Property Value
- bool
Snapping
public bool Snapping { get; }
Property Value
- bool
TusksStuck
public float TusksStuck { get; }
Property Value
- float
VisionPoint
public override Vector2 VisionPoint { get; }
Property Value
- Vector2
jetFuel
public float jetFuel { get; set; }
Property Value
- float
Methods
AccessSkyGate(WorldCoordinate, WorldCoordinate)
public void AccessSkyGate(WorldCoordinate start, WorldCoordinate dest)
Parameters
start WorldCoordinate
dest WorldCoordinate
Act(bool)
Parameters
eu bool
AirBrake(int)
public void AirBrake(int frames)
Parameters
frames int
AppendagePosition(int, int)
public Vector2 AppendagePosition(int appendage, int segment)
Parameters
appendage int
segment int
Returns
- Vector2
ApplyForceOnAppendage(Pos, Vector2)
public void ApplyForceOnAppendage(PhysicalObject.Appendage.Pos pos, Vector2 momentum)
Parameters
pos PhysicalObject.Appendage.Pos
momentum Vector2
Carry()
CheckFlip()
CheckTentacleModeAnd(Mode)
public bool CheckTentacleModeAnd(VultureTentacle.Mode mode)
Parameters
mode VultureTentacle.Mode
Returns
- bool
CheckTentacleModeOr(Mode)
public bool CheckTentacleModeOr(VultureTentacle.Mode mode)
Parameters
mode VultureTentacle.Mode
Returns
- bool
Collide(PhysicalObject, int, int)
public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)
Parameters
otherObject PhysicalObject
myChunk int
otherChunk int
Die()
public override void Die()
DropMask(Vector2)
public void DropMask(Vector2 violenceDir)
Parameters
violenceDir Vector2
FireLaser()
Head()
Returns
- BodyChunk
InitiateGraphicsModule()
public override void InitiateGraphicsModule()
JawSlamShut()
public void JawSlamShut()
LaserExplosion()
public void LaserExplosion()
NewRoom(Room)
public override void NewRoom(Room room)
Parameters
room Room
PlaceInRoom(Room)
public override void PlaceInRoom(Room placeRoom)
Parameters
placeRoom Room
ShortCutColor()
public override Color ShortCutColor()
Returns
- Color
Snap(BodyChunk)
public void Snap(BodyChunk snapAt)
Parameters
snapAt BodyChunk
SnapTowards(Vector2)
public void SnapTowards(Vector2 pos)
Parameters
pos Vector2
SpawnFlyingCreature(WorldCoordinate)
public void SpawnFlyingCreature(WorldCoordinate coord)
Parameters
coord WorldCoordinate
SpearStick(Weapon, float, BodyChunk, Pos, Vector2)
public override bool SpearStick(Weapon source, float dmg, BodyChunk chunk, PhysicalObject.Appendage.Pos appPos, Vector2 direction)
Parameters
source Weapon
dmg float
chunk BodyChunk
appPos PhysicalObject.Appendage.Pos
direction Vector2
Returns
- bool
SpitOutOfShortCut(IntVector2, Room, bool)
public override void SpitOutOfShortCut(IntVector2 pos, Room newRoom, bool spitOutAllSticks)
Parameters
pos IntVector2
newRoom Room
spitOutAllSticks bool
StuckBehavior()
public void StuckBehavior()
Stun(int)
public override void Stun(int st)
Parameters
st int
TakeOff()
TentacleMaxReleaseInd()
public int TentacleMaxReleaseInd()
Returns
- int
TerrainImpact(int, IntVector2, float, bool)
public override 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
UpdateNeck()
Violence(BodyChunk, Vector2?, BodyChunk, Pos, DamageType, float, float)
public override void Violence(BodyChunk source, Vector2? directionAndMomentum, BodyChunk hitChunk, PhysicalObject.Appendage.Pos onAppendagePos, Creature.DamageType type, float damage, float stunBonus)
Parameters
source BodyChunk
directionAndMomentum Vector2?
hitChunk BodyChunk
onAppendagePos PhysicalObject.Appendage.Pos
type Creature.DamageType
damage float
stunBonus float
WaterBehavior()
public void WaterBehavior()
isLaserActive()
public bool isLaserActive()
Returns
- bool