C# Class Terraria.Projectile

Mostrar archivo Open project: EmuDevs/EDTerraria Class Usage Examples

Public Properties

Property Type Description
ai float[]
aiStyle int
alpha int
arrow bool
bobber bool
coldDamage bool
counterweight bool
damage int
extraUpdates int
frame int
frameCounter int
friendly bool
gfxOffY float
glowMask short
hide bool
hostile bool
identity int
ignoreWater bool
knockBack float
light float
localAI float[]
magic bool
manualDirectionChange bool
maxAI int
maxPenetrate int
melee bool
minion bool
minionPos int
minionSlots float
miscText string
netImportant bool
netSpam int
netUpdate bool
netUpdate2 bool
noDropItem bool
noEnchantments bool
npcProj bool
numHits int
numUpdates int
oldPos Vector2[]
oldRot float[]
oldSpriteDirection int[]
owner int
ownerHitCheck bool
penetrate int
playerImmune int[]
ranged bool
restrikeDelay int
rotation float
scale float
soundDelay int
spriteDirection int
stepSpeed float
thrown bool
tileCollide bool
timeLeft int
trap bool
type int

Public Methods

Method Description
AI ( ) : void
CanReflect ( ) : bool
Colliding ( Rectangle myRect, Rectangle targetRect ) : bool
Damage ( ) : void
FishingCheck ( ) : void
GetAlpha ( Color newColor ) : Color
GetNextSlot ( ) : int
GetPrismHue ( float indexing ) : float
Kill ( ) : void
NewProjectile ( float X, float Y, float SpeedX, float SpeedY, int Type, int Damage, float KnockBack, int Owner = 255, float ai0 = 0.0f, float ai1 = 0.0f ) : int
ProjLight ( ) : void
ProjectileFixDesperation ( int own ) : void
SetDefaults ( int Type ) : void
StatusNPC ( int i ) : void
StatusPlayer ( int i ) : void
StatusPvP ( int i ) : void
ToString ( ) : string
Update ( int i ) : void
getRect ( ) : Rectangle
ghostHeal ( int dmg, Vector2 Position ) : void
ghostHurt ( int dmg, Vector2 Position ) : void
vampireHeal ( int dmg, Vector2 Position ) : void

Private Methods

Method Description
AI_001 ( ) : void
AI_026 ( ) : void
AI_062 ( ) : void
AI_075 ( ) : void
AI_099_1 ( ) : void
AI_099_2 ( ) : void

Method Details

AI() public method

public AI ( ) : void
return void

CanReflect() public method

public CanReflect ( ) : bool
return bool

Colliding() public method

public Colliding ( Rectangle myRect, Rectangle targetRect ) : bool
myRect Microsoft.Xna.Framework.Rectangle
targetRect Microsoft.Xna.Framework.Rectangle
return bool

Damage() public method

public Damage ( ) : void
return void

FishingCheck() public method

public FishingCheck ( ) : void
return void

GetAlpha() public method

public GetAlpha ( Color newColor ) : Color
newColor Color
return Color

GetNextSlot() public static method

public static GetNextSlot ( ) : int
return int

GetPrismHue() public method

public GetPrismHue ( float indexing ) : float
indexing float
return float

Kill() public method

public Kill ( ) : void
return void

NewProjectile() public static method

public static NewProjectile ( float X, float Y, float SpeedX, float SpeedY, int Type, int Damage, float KnockBack, int Owner = 255, float ai0 = 0.0f, float ai1 = 0.0f ) : int
X float
Y float
SpeedX float
SpeedY float
Type int
Damage int
KnockBack float
Owner int
ai0 float
ai1 float
return int

ProjLight() public method

public ProjLight ( ) : void
return void

ProjectileFixDesperation() public method

public ProjectileFixDesperation ( int own ) : void
own int
return void

SetDefaults() public method

public SetDefaults ( int Type ) : void
Type int
return void

StatusNPC() public method

public StatusNPC ( int i ) : void
i int
return void

StatusPlayer() public method

public StatusPlayer ( int i ) : void
i int
return void

StatusPvP() public method

public StatusPvP ( int i ) : void
i int
return void

ToString() public method

public ToString ( ) : string
return string

Update() public method

public Update ( int i ) : void
i int
return void

getRect() public method

public getRect ( ) : Rectangle
return Microsoft.Xna.Framework.Rectangle

ghostHeal() public method

public ghostHeal ( int dmg, Vector2 Position ) : void
dmg int
Position Vector2
return void

ghostHurt() public method

public ghostHurt ( int dmg, Vector2 Position ) : void
dmg int
Position Vector2
return void

vampireHeal() public method

public vampireHeal ( int dmg, Vector2 Position ) : void
dmg int
Position Vector2
return void

Property Details

ai public_oe property

public float[] ai
return float[]

aiStyle public_oe property

public int aiStyle
return int

alpha public_oe property

public int alpha
return int

arrow public_oe property

public bool arrow
return bool

bobber public_oe property

public bool bobber
return bool

coldDamage public_oe property

public bool coldDamage
return bool

counterweight public_oe property

public bool counterweight
return bool

damage public_oe property

public int damage
return int

extraUpdates public_oe property

public int extraUpdates
return int

frame public_oe property

public int frame
return int

frameCounter public_oe property

public int frameCounter
return int

friendly public_oe property

public bool friendly
return bool

gfxOffY public_oe property

public float gfxOffY
return float

glowMask public_oe property

public short glowMask
return short

hide public_oe property

public bool hide
return bool

hostile public_oe property

public bool hostile
return bool

identity public_oe property

public int identity
return int

ignoreWater public_oe property

public bool ignoreWater
return bool

knockBack public_oe property

public float knockBack
return float

light public_oe property

public float light
return float

localAI public_oe property

public float[] localAI
return float[]

magic public_oe property

public bool magic
return bool

manualDirectionChange public_oe property

public bool manualDirectionChange
return bool

maxAI public_oe static_oe property

public static int maxAI
return int

maxPenetrate public_oe property

public int maxPenetrate
return int

melee public_oe property

public bool melee
return bool

minion public_oe property

public bool minion
return bool

minionPos public_oe property

public int minionPos
return int

minionSlots public_oe property

public float minionSlots
return float

miscText public_oe property

public string miscText
return string

netImportant public_oe property

public bool netImportant
return bool

netSpam public_oe property

public int netSpam
return int

netUpdate public_oe property

public bool netUpdate
return bool

netUpdate2 public_oe property

public bool netUpdate2
return bool

noDropItem public_oe property

public bool noDropItem
return bool

noEnchantments public_oe property

public bool noEnchantments
return bool

npcProj public_oe property

public bool npcProj
return bool

numHits public_oe property

public int numHits
return int

numUpdates public_oe property

public int numUpdates
return int

oldPos public_oe property

public Vector2[] oldPos
return Vector2[]

oldRot public_oe property

public float[] oldRot
return float[]

oldSpriteDirection public_oe property

public int[] oldSpriteDirection
return int[]

owner public_oe property

public int owner
return int

ownerHitCheck public_oe property

public bool ownerHitCheck
return bool

penetrate public_oe property

public int penetrate
return int

playerImmune public_oe property

public int[] playerImmune
return int[]

ranged public_oe property

public bool ranged
return bool

restrikeDelay public_oe property

public int restrikeDelay
return int

rotation public_oe property

public float rotation
return float

scale public_oe property

public float scale
return float

soundDelay public_oe property

public int soundDelay
return int

spriteDirection public_oe property

public int spriteDirection
return int

stepSpeed public_oe property

public float stepSpeed
return float

thrown public_oe property

public bool thrown
return bool

tileCollide public_oe property

public bool tileCollide
return bool

timeLeft public_oe property

public int timeLeft
return int

trap public_oe property

public bool trap
return bool

type public_oe property

public int type
return int