Barotrauma Client
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Barotrauma.LevelObject Class Reference
Inheritance diagram for Barotrauma.LevelObject:
Barotrauma.ISpatialEntity Barotrauma.IDamageable Barotrauma.ISerializableEntity

Public Member Functions

 LevelObject (LevelObjectPrefab prefab, Vector3 position, float scale, float rotation=0.0f)
 
AttackResult AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true)
 
void AddDamage (float damage, float deltaTime, Entity attacker, bool isNetworkEvent=false)
 
Vector2 LocalToWorld (Vector2 localPosition, float swingState=0.0f)
 
void Remove ()
 
override string ToString ()
 
void ServerWrite (IWriteMessage msg, Client c)
 
- Public Member Functions inherited from Barotrauma.IDamageable

Public Attributes

readonly LevelObjectPrefab Prefab
 
Vector3 Position
 
float NetworkUpdateTimer
 
float Scale
 
float Rotation
 
LevelObjectPrefab ActivePrefab
 
Level.Cave ParentCave
 

Protected Attributes

bool tookDamage
 

Properties

PhysicsBody PhysicsBody [get]
 
List< LevelTriggerTriggers [get]
 
bool NeedsNetworkSyncing [get, set]
 
bool NeedsUpdate [get]
 
float Health [get]
 
Sprite Sprite [get]
 
Vector2 WorldPosition [get]
 
Vector2 SimPosition [get]
 
Submarine Submarine [get]
 
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties = new Dictionary<Identifier, SerializableProperty>() [get]
 
- Properties inherited from Barotrauma.ISpatialEntity
- Properties inherited from Barotrauma.IDamageable
- Properties inherited from Barotrauma.ISerializableEntity

Constructor & Destructor Documentation

◆ LevelObject()

Barotrauma.LevelObject.LevelObject ( LevelObjectPrefab prefab,
Vector3 position,
float scale,
float rotation = 0::0f )

Member Function Documentation

◆ AddDamage() [1/2]

AttackResult Barotrauma.LevelObject.AddDamage ( Character attacker,
Vector2 worldPosition,
Attack attack,
Vector2 impulseDirection,
float deltaTime,
bool playSound = true )

◆ AddDamage() [2/2]

void Barotrauma.LevelObject.AddDamage ( float damage,
float deltaTime,
Entity attacker,
bool isNetworkEvent = false )

◆ LocalToWorld()

Vector2 Barotrauma.LevelObject.LocalToWorld ( Vector2 localPosition,
float swingState = 0::0f )

◆ Remove()

void Barotrauma.LevelObject.Remove ( )

◆ ServerWrite()

void Barotrauma.LevelObject.ServerWrite ( IWriteMessage msg,
Client c )

◆ ToString()

override string Barotrauma.LevelObject.ToString ( )

Member Data Documentation

◆ ActivePrefab

LevelObjectPrefab Barotrauma.LevelObject.ActivePrefab

◆ NetworkUpdateTimer

float Barotrauma.LevelObject.NetworkUpdateTimer

◆ ParentCave

Level.Cave Barotrauma.LevelObject.ParentCave

◆ Position

Vector3 Barotrauma.LevelObject.Position

◆ Prefab

readonly LevelObjectPrefab Barotrauma.LevelObject.Prefab

◆ Rotation

float Barotrauma.LevelObject.Rotation

◆ Scale

float Barotrauma.LevelObject.Scale

◆ tookDamage

bool Barotrauma.LevelObject.tookDamage
protected

Property Documentation

◆ Health

float Barotrauma.LevelObject.Health
get

◆ Name

string Barotrauma.LevelObject.Name
get

◆ NeedsNetworkSyncing

bool Barotrauma.LevelObject.NeedsNetworkSyncing
getset

◆ NeedsUpdate

bool Barotrauma.LevelObject.NeedsUpdate
get

◆ PhysicsBody

PhysicsBody Barotrauma.LevelObject.PhysicsBody
get

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.LevelObject.SerializableProperties = new Dictionary<Identifier, SerializableProperty>()
get

◆ SimPosition

Vector2 Barotrauma.LevelObject.SimPosition
get

◆ Sprite

Sprite Barotrauma.LevelObject.Sprite
get

◆ Submarine

Submarine Barotrauma.LevelObject.Submarine
get

◆ Triggers

List<LevelTrigger> Barotrauma.LevelObject.Triggers
get

◆ WorldPosition

Vector2 Barotrauma.LevelObject.WorldPosition
get

The documentation for this class was generated from the following file: