C# Class ForceField.Building_ForceFieldGenerator

Inheritance: Building
Show file Open project: Rikiki123456789/Rimworld Class Usage Examples

Public Properties

Property Type Description
barFilledColor UnityEngine.Material
barSize Vector2
barUnfilledColor UnityEngine.Material
coveredCells List
drawingCounterInTicks int
effectCells List
forceFieldAbsorbtionMatrix UnityEngine.Matrix4x4
forceFieldAbsorbtionTexture UnityEngine.Material[]
forceFieldCharge float
forceFieldMatrix UnityEngine.Matrix4x4
forceFieldScale Vector3
forceFieldState ForceFieldState
forceFieldTexture UnityEngine.Material[]
initializationElapsedTimeInTicks int
matrixAbsorbtionCounterInTicks int[]
matrixAbsorbtionFadingCoefficient float[]
matrixFadingCoefficient float[]
matrixIsStartingAbsorbion bool[]
powerComp CompPowerTrader

Public Methods

Method Description
ActivateMatrixAbsorbtionEffect ( Vector3 absorbtionPosition ) : void
ComputeDrawingParameters ( ) : void
DisplayCoveredCells ( List coverdCellsList ) : void
Draw ( ) : void
ExposeData ( ) : void

Saves and loads internal state variables (stored in savegame data).

GetCoveredCells ( IntVec3 origin, Rot4 rotation ) : List
GetIncomingProjectiles ( ) : List
GetInspectString ( ) : string

Get the string displayed in the inspection panel.

GetStateAsString ( ForceFieldState state ) : string

Gets the state as a string.

IsProjectileIncoming ( ProjectileWithAngle &projectileWithAngle ) : bool
SpawnSetup ( ) : void

Initialize instance variables.

Tick ( ) : void
TreatExplosiveProjectile ( ProjectileWithAngle projectileWithAngle ) : void
TreatRocketProjectile ( ProjectileWithAngle projectileWithAngle ) : void
TreatStandardProjectile ( ProjectileWithAngle projectileWithAngle ) : void
TryAbsorbIncomingProjectiles ( ) : void

Method Details

ActivateMatrixAbsorbtionEffect() public method

public ActivateMatrixAbsorbtionEffect ( Vector3 absorbtionPosition ) : void
absorbtionPosition Vector3
return void

ComputeDrawingParameters() public method

public ComputeDrawingParameters ( ) : void
return void

DisplayCoveredCells() public static method

public static DisplayCoveredCells ( List coverdCellsList ) : void
coverdCellsList List
return void

Draw() public method

public Draw ( ) : void
return void

ExposeData() public method

Saves and loads internal state variables (stored in savegame data).
public ExposeData ( ) : void
return void

GetCoveredCells() public static method

public static GetCoveredCells ( IntVec3 origin, Rot4 rotation ) : List
origin IntVec3
rotation Rot4
return List

GetIncomingProjectiles() public method

public GetIncomingProjectiles ( ) : List
return List

GetInspectString() public method

Get the string displayed in the inspection panel.
public GetInspectString ( ) : string
return string

GetStateAsString() public method

Gets the state as a string.
public GetStateAsString ( ForceFieldState state ) : string
state ForceFieldState
return string

IsProjectileIncoming() public method

public IsProjectileIncoming ( ProjectileWithAngle &projectileWithAngle ) : bool
projectileWithAngle ProjectileWithAngle
return bool

SpawnSetup() public method

Initialize instance variables.
public SpawnSetup ( ) : void
return void

Tick() public method

public Tick ( ) : void
return void

TreatExplosiveProjectile() public method

public TreatExplosiveProjectile ( ProjectileWithAngle projectileWithAngle ) : void
projectileWithAngle ProjectileWithAngle
return void

TreatRocketProjectile() public method

public TreatRocketProjectile ( ProjectileWithAngle projectileWithAngle ) : void
projectileWithAngle ProjectileWithAngle
return void

TreatStandardProjectile() public method

public TreatStandardProjectile ( ProjectileWithAngle projectileWithAngle ) : void
projectileWithAngle ProjectileWithAngle
return void

TryAbsorbIncomingProjectiles() public method

public TryAbsorbIncomingProjectiles ( ) : void
return void

Property Details

barFilledColor public static property

public static Material,UnityEngine barFilledColor
return UnityEngine.Material

barSize public static property

public static Vector2 barSize
return Vector2

barUnfilledColor public static property

public static Material,UnityEngine barUnfilledColor
return UnityEngine.Material

coveredCells public property

public List coveredCells
return List

drawingCounterInTicks public property

public int drawingCounterInTicks
return int

effectCells public property

public List effectCells
return List

forceFieldAbsorbtionMatrix public property

public Matrix4x4,UnityEngine forceFieldAbsorbtionMatrix
return UnityEngine.Matrix4x4

forceFieldAbsorbtionTexture public static property

public static Material[],UnityEngine forceFieldAbsorbtionTexture
return UnityEngine.Material[]

forceFieldCharge public property

public float forceFieldCharge
return float

forceFieldMatrix public property

public Matrix4x4,UnityEngine forceFieldMatrix
return UnityEngine.Matrix4x4

forceFieldScale public property

public Vector3 forceFieldScale
return Vector3

forceFieldState public property

public ForceFieldState forceFieldState
return ForceFieldState

forceFieldTexture public static property

public static Material[],UnityEngine forceFieldTexture
return UnityEngine.Material[]

initializationElapsedTimeInTicks public property

public int initializationElapsedTimeInTicks
return int

matrixAbsorbtionCounterInTicks public property

public int[] matrixAbsorbtionCounterInTicks
return int[]

matrixAbsorbtionFadingCoefficient public property

public float[] matrixAbsorbtionFadingCoefficient
return float[]

matrixFadingCoefficient public property

public float[] matrixFadingCoefficient
return float[]

matrixIsStartingAbsorbion public property

public bool[] matrixIsStartingAbsorbion
return bool[]

powerComp public property

public CompPowerTrader powerComp
return CompPowerTrader