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| DestructibleLevelWall (List< Vector2 > vertices, Color color, Level level, float? health=null, bool giftWrap=false) |
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override void | Update (float deltaTime) |
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void | AddDamage (float damage, Vector2 worldPosition) |
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AttackResult | AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true) |
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void | Destroy () |
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| LevelWall (List< Vector2 > vertices, Color color, Level level, bool giftWrap=false, bool createBody=true) |
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| LevelWall (List< Vector2 > edgePositions, Vector2 extendAmount, Color color, Level level) |
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bool | IsPointInside (Vector2 point) |
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void | Dispose () |
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◆ DestructibleLevelWall()
Barotrauma.DestructibleLevelWall.DestructibleLevelWall |
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List< Vector2 > | vertices, |
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Color | color, |
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Level | level, |
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float? | health = null, |
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bool | giftWrap = false ) |
◆ AddDamage() [1/2]
◆ AddDamage() [2/2]
void Barotrauma.DestructibleLevelWall.AddDamage |
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float | damage, |
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Vector2 | worldPosition ) |
◆ Destroy()
void Barotrauma.DestructibleLevelWall.Destroy |
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◆ Update()
override void Barotrauma.DestructibleLevelWall.Update |
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float | deltaTime | ) |
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virtual |
◆ NetworkUpdatePending
bool Barotrauma.DestructibleLevelWall.NetworkUpdatePending |
◆ Damage
float Barotrauma.DestructibleLevelWall.Damage |
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get |
◆ Destroyed
bool Barotrauma.DestructibleLevelWall.Destroyed |
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get |
◆ FadeOutDuration
float Barotrauma.DestructibleLevelWall.FadeOutDuration |
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get |
◆ FadeOutTimer
float Barotrauma.DestructibleLevelWall.FadeOutTimer |
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get |
◆ Health
float Barotrauma.DestructibleLevelWall.Health |
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get |
◆ MaxHealth
float Barotrauma.DestructibleLevelWall.MaxHealth = 1000.0f |
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get |
◆ SimPosition
Vector2 Barotrauma.DestructibleLevelWall.SimPosition |
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get |
◆ WorldPosition
Vector2 Barotrauma.DestructibleLevelWall.WorldPosition |
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get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Map/Levels/DestructibleLevelWall.cs