Table of Contents

Class SmokeSystem

Namespace
Smoke
Assembly
Assembly-CSharp.dll
public class SmokeSystem : UpdatableAndDeletable, Explosion.IReactToExplosions
Inheritance
SmokeSystem
Implements
Derived
Inherited Members

Constructors

SmokeSystem(SmokeType, Room, int, float)

public SmokeSystem(SmokeSystem.SmokeType smokeType, Room room, int connectParticlesTime, float minParticleDistance)

Parameters

smokeType SmokeSystem.SmokeType
room Room
connectParticlesTime int
minParticleDistance float

Fields

checkPhysObj

public int checkPhysObj

Field Value

int

connectParticlesTime

public int connectParticlesTime

Field Value

int

counter

public int counter

Field Value

int

minParticleDistance

public float minParticleDistance

Field Value

float

objectWind

public float objectWind

Field Value

float

particlePool

public SmokePool particlePool

Field Value

SmokePool

particles

public List<SmokeSystem.SmokeSystemParticle> particles

Field Value

List<SmokeSystem.SmokeSystemParticle>

smokeType

public SmokeSystem.SmokeType smokeType

Field Value

SmokeSystem.SmokeType

Properties

Dead

public bool Dead { get; }

Property Value

bool

Methods

AddParticle(Vector2, Vector2, float)

public virtual SmokeSystem.SmokeSystemParticle AddParticle(Vector2 emissionPoint, Vector2 emissionForce, float lifeTime)

Parameters

emissionPoint Vector2
emissionForce Vector2
lifeTime float

Returns

SmokeSystem.SmokeSystemParticle

CreateParticle()

public virtual SmokeSystem.SmokeSystemParticle CreateParticle()

Returns

SmokeSystem.SmokeSystemParticle

DisconnectSmoke()

public void DisconnectSmoke()

Explosion(Explosion)

public void Explosion(Explosion explosion)

Parameters

explosion Explosion

ObjectAffectWind(PhysicalObject)

public virtual bool ObjectAffectWind(PhysicalObject obj)

Parameters

obj PhysicalObject

Returns

bool

PerlinWind(Vector2, Room)

public static Vector2 PerlinWind(Vector2 pos, Room room)

Parameters

pos Vector2
room Room

Returns

Vector2

PhysicalObjectAffectSmoke(PhysicalObject, float)

public void PhysicalObjectAffectSmoke(PhysicalObject obj, float fac)

Parameters

obj PhysicalObject
fac float

Update(bool)

public override void Update(bool eu)

Parameters

eu bool

WindDrag(Vector2, Vector2, float)

public void WindDrag(Vector2 pos, Vector2 vel, float size)

Parameters

pos Vector2
vel Vector2
size float

WindDrag(Vector2, Vector2, float, SmokeSystemParticle)

public void WindDrag(Vector2 pos, Vector2 vel, float size, SmokeSystem.SmokeSystemParticle B)

Parameters

pos Vector2
vel Vector2
size float
B SmokeSystem.SmokeSystemParticle

WindPuff(Vector2, float, float)

public void WindPuff(Vector2 pos, float frc, float rad)

Parameters

pos Vector2
frc float
rad float