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Barotrauma.DestructibleLevelWall Class Reference
Inheritance diagram for Barotrauma.DestructibleLevelWall:
Barotrauma.LevelWall Barotrauma.IDamageable

Public Member Functions

 DestructibleLevelWall (List< Vector2 > vertices, Color color, Level level, float? health=null, bool giftWrap=false)
 
override void Update (float deltaTime)
 
void AddDamage (float damage, Vector2 worldPosition)
 
AttackResult AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true)
 
void Destroy ()
 
- Public Member Functions inherited from Barotrauma.LevelWall
 LevelWall (List< Vector2 > vertices, Color color, Level level, bool giftWrap=false, bool createBody=true)
 
 LevelWall (List< Vector2 > edgePositions, Vector2 extendAmount, Color color, Level level)
 
bool IsPointInside (Vector2 point)
 
void Dispose ()
 
- Public Member Functions inherited from Barotrauma.IDamageable

Public Attributes

bool NetworkUpdatePending
 
- Public Attributes inherited from Barotrauma.LevelWall
float MoveSpeed
 

Properties

float Damage [get]
 
float MaxHealth = 1000.0f [get]
 
bool Destroyed [get]
 
float FadeOutDuration [get]
 
float FadeOutTimer [get]
 
Vector2 SimPosition [get]
 
Vector2 WorldPosition [get]
 
float Health [get]
 
- Properties inherited from Barotrauma.LevelWall
List< VoronoiCellCells [get]
 
Body Body [get]
 
Vector2 MoveAmount [get, set]
 
float WallDamageOnTouch [get, set]
 
float MoveState [get, set]
 
- Properties inherited from Barotrauma.IDamageable

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.LevelWall
readonly Level level
 

Constructor & Destructor Documentation

◆ DestructibleLevelWall()

Barotrauma.DestructibleLevelWall.DestructibleLevelWall ( List< Vector2 > vertices,
Color color,
Level level,
float? health = null,
bool giftWrap = false )

Member Function Documentation

◆ AddDamage() [1/2]

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

◆ AddDamage() [2/2]

void Barotrauma.DestructibleLevelWall.AddDamage ( float damage,
Vector2 worldPosition )

◆ Destroy()

void Barotrauma.DestructibleLevelWall.Destroy ( )

◆ Update()

override void Barotrauma.DestructibleLevelWall.Update ( float deltaTime)
virtual

Reimplemented from Barotrauma.LevelWall.

Member Data Documentation

◆ NetworkUpdatePending

bool Barotrauma.DestructibleLevelWall.NetworkUpdatePending

Property Documentation

◆ Damage

float Barotrauma.DestructibleLevelWall.Damage
get

◆ Destroyed

bool Barotrauma.DestructibleLevelWall.Destroyed
get

◆ FadeOutDuration

float Barotrauma.DestructibleLevelWall.FadeOutDuration
get

◆ FadeOutTimer

float Barotrauma.DestructibleLevelWall.FadeOutTimer
get

◆ Health

float Barotrauma.DestructibleLevelWall.Health
get

◆ MaxHealth

float Barotrauma.DestructibleLevelWall.MaxHealth = 1000.0f
get

◆ SimPosition

Vector2 Barotrauma.DestructibleLevelWall.SimPosition
get

◆ WorldPosition

Vector2 Barotrauma.DestructibleLevelWall.WorldPosition
get

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