Table of Contents

Class Inspector

Namespace
MoreSlugcats
Assembly
Assembly-CSharp.dll
public class Inspector : Creature, PhysicalObject.IHaveAppendages, IOwnProjectedCircles
Inheritance
Inspector
Implements
Inherited Members

Constructors

Inspector(AbstractCreature, World)

public Inspector(AbstractCreature abstractCreature, World world)

Parameters

abstractCreature AbstractCreature
world World

Fields

AI

public InspectorAI AI

Field Value

InspectorAI

DangerousThrowLocations

public List<Vector2> DangerousThrowLocations

Field Value

List<Vector2>

GoalPos

public Vector2 GoalPos

Field Value

Vector2

LastGoalPos

public Vector2 LastGoalPos

Field Value

Vector2

activeEye

public int activeEye

Field Value

int

anger

public float anger

Field Value

float

antiStrandingZones

public List<PlacedObject> antiStrandingZones

Field Value

List<PlacedObject>

attentionDelayMax

public static int attentionDelayMax

Field Value

int

controlAimDirection

public Vector2 controlAimDirection

Field Value

Vector2

dying

public float dying

Field Value

float

flyingPower

public Vector2 flyingPower

Field Value

Vector2

headCuriosityFocus

public PhysicalObject[] headCuriosityFocus

Field Value

PhysicalObject[]

headGrabChunk

public BodyChunk[] headGrabChunk

Field Value

BodyChunk[]

headWantToGrabChunk

public BodyChunk[] headWantToGrabChunk

Field Value

BodyChunk[]

headlights

public LightSource[] headlights

Field Value

LightSource[]

heads

public Tentacle[] heads

Field Value

Tentacle[]

lastDying

public float lastDying

Field Value

float

lightpulse

public float lightpulse

Field Value

float

moveDirection

public Vector2 moveDirection

Field Value

Vector2

myLight

public LightSource myLight

Field Value

LightSource

mySuperGlow

public LightSource mySuperGlow

Field Value

LightSource

neuronSystem

public CoralNeuronSystem neuronSystem

Field Value

CoralNeuronSystem

notFollowingPathToCurrentGoalCounter

public int notFollowingPathToCurrentGoalCounter

Field Value

int

ownerIterator

public int ownerIterator

Field Value

int

pastPositions

public List<IntVector2> pastPositions

Field Value

List<IntVector2>

projectionCircle

public ProjectionCircle projectionCircle

Field Value

ProjectionCircle

squeeze

public bool squeeze

Field Value

bool

squeezeFac

public float squeezeFac

Field Value

float

stuckCounter

public int stuckCounter

Field Value

int

stuckPos

public Vector2 stuckPos

Field Value

Vector2

Properties

OwneriteratorColor

public Color OwneriteratorColor { get; }

Property Value

Color

TrueColor

public Color TrueColor { get; }

Property Value

Color

VisionPoint

public override Vector2 VisionPoint { get; }

Property Value

Vector2

bodyColor

public Color bodyColor { get; }

Property Value

Color

Methods

Abstractize()

public override void Abstractize()

Act()

public void Act()

AllHeadsCrippled()

public bool AllHeadsCrippled()

Returns

bool

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

Blind(int)

public override void Blind(int blnd)

Parameters

blnd int

CanGrabCritter(AbstractCreature)

public bool CanGrabCritter(AbstractCreature creature)

Parameters

creature AbstractCreature

Returns

bool

CanHostCircle()

public bool CanHostCircle()

Returns

bool

CircleCenter(int, float)

public Vector2 CircleCenter(int index, float timeStacker)

Parameters

index int
timeStacker float

Returns

Vector2

Collide(PhysicalObject, int, int)

public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)

Parameters

otherObject PhysicalObject
myChunk int
otherChunk int

HeadWeaponized(int)

public bool HeadWeaponized(int index)

Parameters

index int

Returns

bool

HeadsCrippled(int)

public bool HeadsCrippled(int index)

Parameters

index int

Returns

bool

HostingCircleFromRoom()

public Room HostingCircleFromRoom()

Returns

Room

InitiateGraphicsModule()

public override void InitiateGraphicsModule()

NewRoom(Room)

public override void NewRoom(Room newRoom)

Parameters

newRoom Room

Rad(float)

public float Rad(float f)

Parameters

f float

Returns

float

ShortCutColor()

public override Color ShortCutColor()

Returns

Color

SpitOutOfShortCut(IntVector2, Room, bool)

public override void SpitOutOfShortCut(IntVector2 pos, Room newRoom, bool spitOutAllSticks)

Parameters

pos IntVector2
newRoom Room
spitOutAllSticks bool

Update(bool)

public override void Update(bool eu)

Parameters

eu bool

UpdateCoralNeuronSystem()

public void UpdateCoralNeuronSystem()

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

source BodyChunk
directionAndMomentum Vector2?
hitChunk BodyChunk
hitAppendage PhysicalObject.Appendage.Pos
type Creature.DamageType
damage float
stunBonus float

WeaponizedHeadCount()

public int WeaponizedHeadCount()

Returns

int

getHeadDirection(int)

public Vector2 getHeadDirection(int index)

Parameters

index int

Returns

Vector2

headCount()

public static int headCount()

Returns

int

isOtherHeadsGoalChunk(int, BodyChunk)

public bool isOtherHeadsGoalChunk(int index, BodyChunk otherChunk)

Parameters

index int
otherChunk BodyChunk

Returns

bool