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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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void | SetDamage (float damage) |
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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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Matrix | GetTransform () |
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void | SetWallVertices (VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color) |
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void | GenerateVertices () |
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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 |
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) |
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◆ AddDamage() [1/2]
AttackResult Barotrauma.DestructibleLevelWall.AddDamage |
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Character |
attacker, |
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Vector2 |
worldPosition, |
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Attack |
attack, |
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Vector2 |
impulseDirection, |
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float |
deltaTime, |
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bool |
playSound = true |
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) |
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◆ AddDamage() [2/2]
void Barotrauma.DestructibleLevelWall.AddDamage |
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float |
damage, |
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Vector2 |
worldPosition |
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) |
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◆ Destroy()
void Barotrauma.DestructibleLevelWall.Destroy |
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| ) |
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◆ SetDamage()
void Barotrauma.DestructibleLevelWall.SetDamage |
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float |
damage | ) |
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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 |
◆ Alpha
override float Barotrauma.DestructibleLevelWall.Alpha |
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get |
◆ 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 |