◆ SubmarineBody()
Barotrauma.SubmarineBody.SubmarineBody |
( |
Submarine | sub, |
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bool | showErrorMessages = true ) |
◆ ApplyForce()
void Barotrauma.SubmarineBody.ApplyForce |
( |
Vector2 | force | ) |
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◆ FlipX()
void Barotrauma.SubmarineBody.FlipX |
( |
| ) |
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◆ OnCollision()
bool Barotrauma.SubmarineBody.OnCollision |
( |
Fixture | f1, |
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Fixture | f2, |
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Contact | contact ) |
◆ Remove()
void Barotrauma.SubmarineBody.Remove |
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| ) |
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◆ SetPosition()
void Barotrauma.SubmarineBody.SetPosition |
( |
Vector2 | position | ) |
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◆ Update()
void Barotrauma.SubmarineBody.Update |
( |
float | deltaTime | ) |
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◆ Body
◆ CollidesWith
const Category Barotrauma.SubmarineBody.CollidesWith |
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static |
Initial value:=
Physics.CollisionItem |
Physics.CollisionLevel |
Physics.CollisionCharacter |
Physics.CollisionProjectile |
Physics.CollisionWall
◆ NeutralBallastPercentage
const float Barotrauma.SubmarineBody.NeutralBallastPercentage = 0.07f |
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static |
◆ Borders
Rectangle Barotrauma.SubmarineBody.Borders |
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get |
Extents of the solid items/structures (ones with a physics body) and hulls.
◆ HullVertices
List<Vector2> Barotrauma.SubmarineBody.HullVertices |
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get |
◆ Position
Vector2 Barotrauma.SubmarineBody.Position |
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get |
◆ PositionBuffer
List<PosInfo> Barotrauma.SubmarineBody.PositionBuffer |
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get |
◆ Submarine
◆ Velocity
Vector2 Barotrauma.SubmarineBody.Velocity |
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getset |
◆ VisibleBorders
Rectangle Barotrauma.SubmarineBody.VisibleBorders |
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get |
Extents of all the visible items/structures/hulls (including ones without a physics body)
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Map/SubmarineBody.cs