Barotrauma Client Doc
Barotrauma.Level Member List

This is the complete list of members for Barotrauma.Level, including all inherited members.

AbyssAreaBarotrauma.Level
AbyssEndBarotrauma.Level
AbyssIslandsBarotrauma.Level
AbyssResourcesBarotrauma.Level
AbyssStartBarotrauma.Level
AiTargetBarotrauma.Entity
aiTargetBarotrauma.Entityprotected
BackgroundColorBarotrauma.Level
BackgroundCreatureManagerBarotrauma.Level
BackgroundTextureColorBarotrauma.Level
BeaconStationBarotrauma.Level
BottomBarrierBarotrauma.Level
BottomPosBarotrauma.Level
CavesBarotrauma.Level
CheckBeaconActive()Barotrauma.Level
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Level
CreationIndexBarotrauma.Entity
CreationStackTraceBarotrauma.Entity
CrushDepthBarotrauma.Level
DebugSetEndLocation(Location newEndLocation)Barotrauma.Level
DebugSetStartLocation(Location newStartLocation)Barotrauma.Level
DefaultRealWorldCrushDepthBarotrauma.Levelstatic
DetermineID(ushort id, Submarine submarine)Barotrauma.Entityprotectedvirtual
DifficultyBarotrauma.Level
distanceFieldBarotrauma.Level
DrawBack(GraphicsDevice graphics, SpriteBatch spriteBatch, Camera cam)Barotrauma.Level
DrawDebugOverlay(SpriteBatch spriteBatch, Camera cam)Barotrauma.Level
DrawFront(SpriteBatch spriteBatch, Camera cam)Barotrauma.Level
DrawPositionBarotrauma.Entity
DummyIDBarotrauma.Entitystatic
DumpIds(int count, string filename)Barotrauma.Entitystatic
EndExitPositionBarotrauma.Level
EndLocationBarotrauma.Level
EndOutpostBarotrauma.Level
EndPositionBarotrauma.Level
EntitiesBeforeGenerateBarotrauma.Level
Entity(Submarine submarine, ushort id)Barotrauma.Entity
EntityCountBarotrauma.Entitystatic
EntityCountAfterGenerateBarotrauma.Level
EntityCountBeforeGenerateBarotrauma.Level
EntitySpawnerIDBarotrauma.Entitystatic
EqualityCheckValuesBarotrauma.Level
ErrorLineBarotrauma.Entity
EventType enum nameBarotrauma.Level
ExitDistanceBarotrauma.Levelstatic
ExtraWallsBarotrauma.Level
FindEntityByID(ushort ID)Barotrauma.Entitystatic
FindFreeIdBlock(int minBlockSize)Barotrauma.Entitystatic
ForcedDifficultyBarotrauma.Levelstatic
FreeID()Barotrauma.Entity
Generate(LevelData levelData, bool mirror, Location startLocation, Location endLocation, SubmarineInfo startOutpost=null, SubmarineInfo endOutpost=null)Barotrauma.Levelstatic
GenerateMissionResources(ItemPrefab prefab, int requiredAmount, PositionType positionType, IEnumerable< Cave > targetCaves=null)Barotrauma.Level
GeneratingBarotrauma.Level
GenerationParamsBarotrauma.Level
GetAllCells()Barotrauma.Level
GetBottomPosition(float xPosition)Barotrauma.Level
GetCells(Vector2 worldPos, int searchDepth=2)Barotrauma.Level
GetClosestCell(Vector2 worldPos)Barotrauma.Level
GetEntities()Barotrauma.Entitystatic
GetRandomItemPos(PositionType spawnPosType, float randomSpread, float minDistFromSubs, float offsetFromWall=10.0f, Func< InterestingPosition, bool > filter=null)Barotrauma.Level
GetRealWorldDepth(float worldPositionY)Barotrauma.Level
GetTooCloseCells(Vector2 position, float minDistance)Barotrauma.Level
GridCellSizeBarotrauma.Levelstatic
IDBarotrauma.Entity
IdFreedBarotrauma.Entity
InDetectableBarotrauma.Entity
IsCloseToEnd(Vector2 position, float minDist)Barotrauma.Level
IsCloseToEnd(Point position, float minDist)Barotrauma.Level
IsCloseToStart(Vector2 position, float minDist)Barotrauma.Level
IsCloseToStart(Point position, float minDist)Barotrauma.Level
IsEndBiomeBarotrauma.Level
IsLoadedFriendlyOutpostBarotrauma.Levelstatic
IsLoadedOutpostBarotrauma.Levelstatic
IsPositionInsideWall(Vector2 worldPosition)Barotrauma.Level
LevelDataBarotrauma.Level
LevelGenStage enum nameBarotrauma.Level
LevelObjectManagerBarotrauma.Level
LoadedBarotrauma.Levelstatic
MaxEntityCountBarotrauma.Entitystatic
MaxEntityDepthBarotrauma.Levelstatic
MaxSubmarineWidthBarotrauma.Levelstatic
MirroredBarotrauma.Level
NullEntityIDBarotrauma.Entitystatic
OutsideBoundsCurrentHardLimitBarotrauma.Levelstatic
OutsideBoundsCurrentMarginBarotrauma.Levelstatic
OutsideBoundsCurrentMarginExponentialBarotrauma.Levelstatic
PathPointsBarotrauma.Level
PlacementType enum nameBarotrauma.Level
PositionBarotrauma.Entity
PositionsOfInterestBarotrauma.Level
PositionType enum nameBarotrauma.Level
PrepareBeaconStation()Barotrauma.Level
RealWorldCrushDepthBarotrauma.Level
ReloadTextures()Barotrauma.Level
Remove()Barotrauma.Levelvirtual
RemoveAll()Barotrauma.Entitystatic
RemovedBarotrauma.Entity
RendererBarotrauma.Level
ReservedIDStartBarotrauma.Entitystatic
RespawnManagerIDBarotrauma.Entitystatic
RuinsBarotrauma.Level
SeaFloorBarotrauma.Level
SeaFloorTopPosBarotrauma.Level
SeedBarotrauma.Level
ShaftHeightBarotrauma.Levelstatic
ShouldSpawnCrewInsideOutpost()Barotrauma.Level
SimPositionBarotrauma.Entity
siteCoordsXBarotrauma.Level
SizeBarotrauma.Level
SpawnCorpses()Barotrauma.Level
SpawnerBarotrauma.Entitystatic
SpawnNPCs()Barotrauma.Level
SpawnTimeBarotrauma.Entity
StartExitPositionBarotrauma.Level
StartLocationBarotrauma.Level
StartOutpostBarotrauma.Level
StartPositionBarotrauma.Level
SubmarineBarotrauma.Entity
TopBarrierBarotrauma.Level
TryGetInterestingPosition(bool useSyncedRand, PositionType positionType, float minDistFromSubs, out InterestingPosition position, Func< InterestingPosition, bool > filter=null, bool suppressWarning=false)Barotrauma.Level
TryGetInterestingPosition(bool useSyncedRand, PositionType positionType, float minDistFromSubs, out InterestingPosition position, Vector2 awayPoint, float minDistFromPoint=0f, Func< InterestingPosition, bool > filter=null, bool suppressWarning=false)Barotrauma.Level
TryGetInterestingPositionAwayFromPoint(bool useSyncedRand, PositionType positionType, float minDistFromSubs, out InterestingPosition position, Vector2 awayPoint, float minDistFromPoint, Func< InterestingPosition, bool > filter=null)Barotrauma.Level
TunnelsBarotrauma.Level
TunnelType enum nameBarotrauma.Level
TypeBarotrauma.Level
UnsyncedExtraWallsBarotrauma.Level
Update(float deltaTime, Camera cam)Barotrauma.Level
WallColorBarotrauma.Level
WorldPositionBarotrauma.Entity
WrecksBarotrauma.Level