Class Water
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class Water : IDrawable, IAccessibilityModifier
- Inheritance
-
Water
- Implements
-
- Inherited Members
-
Constructors
Water(Room, int)
public Water(Room room, int waterLevel)
Parameters
room Room
waterLevel int
Fields
C
Field Value
- float
R
Field Value
- float
WaterIsLethal
public bool WaterIsLethal
Field Value
- bool
bubbleEmitters
public List<Water.BubbleEmitter> bubbleEmitters
Field Value
- List<Water.BubbleEmitter>
camerasOutOfBreathFac
public float[,] camerasOutOfBreathFac
Field Value
- float[,]
cosmeticLowerBorder
public float cosmeticLowerBorder
Field Value
- float
cosmeticSurfaceDisplace
public float cosmeticSurfaceDisplace
Field Value
- float
dt
Field Value
- float
dx
Field Value
- float
fWaterLevel
Field Value
- float
firstWaterSprite
public FSprite firstWaterSprite
Field Value
- FSprite
leftMargin
Field Value
- float
originalWaterLevel
public float originalWaterLevel
Field Value
- float
palette
public RoomPalette palette
Field Value
- RoomPalette
pointsToRender
public int pointsToRender
Field Value
- int
rightMargin
Field Value
- float
rippleWaves
public List<Water.RippleWave> rippleWaves
Field Value
- List<Water.RippleWave>
room
Field Value
- Room
sinCounter
Field Value
- float
slatedForDeletetion
public bool slatedForDeletetion
Field Value
- bool
surface
public Water.SurfacePoint[,] surface
Field Value
- SurfacePoint[,]
triangleWidth
public float triangleWidth
Field Value
- float
upsetWaterSounds
public RectangularDynamicSoundLoop upsetWaterSounds
Field Value
- RectangularDynamicSoundLoop
viscosity
Field Value
- float
waterSoundObject
public Water.WaterSoundObject waterSoundObject
Field Value
- Water.WaterSoundObject
waterSounds
public RectangularDynamicSoundLoop waterSounds
Field Value
- RectangularDynamicSoundLoop
Properties
rollBackAmp
public float rollBackAmp { get; }
Property Value
- float
rollBackLength
public float rollBackLength { get; }
Property Value
- float
waveAmplitude
public float waveAmplitude { get; }
Property Value
- float
waveLength
public float waveLength { get; }
Property Value
- float
waveSpeed
public float waveSpeed { get; }
Property Value
- float
Methods
AddToContainer(SpriteLeaser, RoomCamera, FContainer)
public void AddToContainer(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, FContainer newContatiner)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
newContatiner FContainer
ApplyPalette(SpriteLeaser, RoomCamera, RoomPalette)
public void ApplyPalette(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, RoomPalette palette)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
palette RoomPalette
ClosestSurfacePoint(float)
public int ClosestSurfacePoint(float horizontalPosition)
Parameters
horizontalPosition float
Returns
- int
Destroy()
DetailedWaterLevel(float)
public float DetailedWaterLevel(float horizontalPosition)
Parameters
horizontalPosition float
Returns
- float
DrawSprites(SpriteLeaser, RoomCamera, float, Vector2)
public void DrawSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, float timeStacker, Vector2 camPos)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
timeStacker float
camPos Vector2
Explosion(Explosion)
public void Explosion(Explosion explosion)
Parameters
explosion Explosion
Explosion(Vector2, float, float)
public void Explosion(Vector2 pos, float rad, float frc)
Parameters
pos Vector2
rad float
frc float
FindFirstVisibleTriangle(RoomCamera)
public int FindFirstVisibleTriangle(RoomCamera rCam)
Parameters
rCam RoomCamera
Returns
- int
GeneralUpsetSurface(float)
public void GeneralUpsetSurface(float intensity)
Parameters
intensity float
InitiateSprites(SpriteLeaser, RoomCamera)
public void InitiateSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
IsTileAccessible(IntVector2, CreatureTemplate)
public bool IsTileAccessible(IntVector2 tile, CreatureTemplate crit)
Parameters
tile IntVector2
crit CreatureTemplate
Returns
- bool
PreviousSurfacePoint(float)
public int PreviousSurfacePoint(float horizontalPosition)
Parameters
horizontalPosition float
Returns
- int
Ripple(RippleWave)
public void Ripple(Water.RippleWave wave)
Parameters
wave Water.RippleWave
SurfaceLeftAndRightBoundries()
public Vector2 SurfaceLeftAndRightBoundries()
Returns
- Vector2
ThroughSurfaceSound(BodyChunk)
public void ThroughSurfaceSound(BodyChunk chunk)
Parameters
chunk BodyChunk
Update()
WaterfallHitSurface(float, float, float)
public void WaterfallHitSurface(float left, float right, float flow)
Parameters
left float
right float
flow float
shiftWithInversion(Vector2)
public Vector2 shiftWithInversion(Vector2 shift)
Parameters
shift Vector2
Returns
- Vector2