Class ElectricSpear
- Namespace
- MoreSlugcats
- Assembly
- Assembly-CSharp.dll
public class ElectricSpear : Spear, IDrawable, SharedPhysics.IProjectileTracer
- Inheritance
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ElectricSpear
- Implements
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- Inherited Members
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Constructors
ElectricSpear(AbstractPhysicalObject, World)
public ElectricSpear(AbstractPhysicalObject abstractPhysicalObject, World world)
Parameters
abstractPhysicalObject AbstractPhysicalObject
world World
Fields
blackColor
Field Value
- Color
destroyCounter
public int destroyCounter
Field Value
- int
didZapCoilCheck
public bool didZapCoilCheck
Field Value
- bool
electricColor
public Color electricColor
Field Value
- Color
exploded
Field Value
- bool
fluxSpeeds
public float[] fluxSpeeds
Field Value
- float[]
fluxTimers
public float[] fluxTimers
Field Value
- float[]
segments
Field Value
- int
sparkPoint
public Vector2 sparkPoint
Field Value
- Vector2
zapPitch
Field Value
- float
Methods
AddToContainer(SpriteLeaser, RoomCamera, FContainer)
public override void AddToContainer(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, FContainer newContatiner)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
newContatiner FContainer
ApplyPalette(SpriteLeaser, RoomCamera, RoomPalette)
public override void ApplyPalette(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, RoomPalette palette)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
palette RoomPalette
ChangeMode(Mode)
public override void ChangeMode(Weapon.Mode newMode)
Parameters
newMode Weapon.Mode
CheckElectricCreature(Creature)
public bool CheckElectricCreature(Creature otherObject)
Parameters
otherObject Creature
Returns
- bool
DrawSprites(SpriteLeaser, RoomCamera, float, Vector2)
public override void DrawSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam, float timeStacker, Vector2 camPos)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
timeStacker float
camPos Vector2
Electrocute(PhysicalObject)
public void Electrocute(PhysicalObject otherObject)
Parameters
otherObject PhysicalObject
ExplosiveShortCircuit()
public void ExplosiveShortCircuit()
HitSomethingWithoutStopping(PhysicalObject, BodyChunk, Appendage)
public override void HitSomethingWithoutStopping(PhysicalObject obj, BodyChunk chunk, PhysicalObject.Appendage appendage)
Parameters
obj PhysicalObject
chunk BodyChunk
appendage PhysicalObject.Appendage
InitiateSprites(SpriteLeaser, RoomCamera)
public override void InitiateSprites(RoomCamera.SpriteLeaser sLeaser, RoomCamera rCam)
Parameters
sLeaser RoomCamera.SpriteLeaser
rCam RoomCamera
PointAlongSpear(SpriteLeaser, float)
public Vector2 PointAlongSpear(RoomCamera.SpriteLeaser sLeaser, float percent)
Parameters
sLeaser RoomCamera.SpriteLeaser
percent float
Returns
- Vector2
Recharge()
ResetFluxSpeed(int)
public void ResetFluxSpeed(int ind)
Parameters
ind int
ShortCircuit()
public void ShortCircuit()
Spark()
Thrown(Creature, Vector2, Vector2?, IntVector2, float, bool)
public override void Thrown(Creature thrownBy, Vector2 thrownPos, Vector2? firstFrameTraceFromPos, IntVector2 throwDir, float frc, bool eu)
Parameters
thrownBy Creature
thrownPos Vector2
firstFrameTraceFromPos Vector2?
throwDir IntVector2
frc float
eu bool
Update(bool)
public override void Update(bool eu)
Parameters
eu bool
WeaponDeflect(Vector2, Vector2, float)
public override void WeaponDeflect(Vector2 inbetweenPos, Vector2 deflectDir, float bounceSpeed)
Parameters
inbetweenPos Vector2
deflectDir Vector2
bounceSpeed float
Zap()
ZapperAttachPos(float, int)
public Vector2 ZapperAttachPos(float timeStacker, int node)
Parameters
timeStacker float
node int
Returns
- Vector2