C# 클래스 Terraria.ModLoader.ProjectileLoader

파일 보기 프로젝트 열기: bluemagic123/tModLoader 1 사용 예제들

Private Properties

프로퍼티 타입 설명
DrawBehind void
GetProjectileInfo ProjectileInfo
IsModProjectile bool
ReserveProjectileID int
ResizeArrays void
SetupProjectile void
SetupProjectileInfo void
Unload void

공개 메소드들

메소드 설명
AI ( Projectile projectile ) : void
CanCutTiles ( Projectile projectile ) : bool?
CanDamage ( Projectile projectile ) : bool
CanHitNPC ( Projectile projectile, NPC target ) : bool?
CanHitPlayer ( Projectile projectile, Player target ) : bool
CanHitPvp ( Projectile projectile, Player target ) : bool
CanUseGrapple ( int type, Player player ) : bool?
Colliding ( Projectile projectile, Rectangle projHitbox, Rectangle targetHitbox ) : bool?
DrawHeldProjInFrontOfHeldItemAndArms ( Projectile projectile, bool &flag ) : void
DrawOffset ( Projectile projectile, int &offsetX, int &offsetY, float &originX ) : void
GetAlpha ( Projectile projectile, Color lightColor ) : Color?
GetProjectile ( int type ) : ModProjectile
GrappleOutOfRange ( float distance, Projectile projectile ) : bool
GrappleRetreatSpeed ( Projectile projectile, Player player, float &speed ) : void
Kill ( Projectile projectile, int timeLeft ) : void
MinionContactDamage ( Projectile projectile ) : bool
ModifyHitNPC ( Projectile projectile, NPC target, int &damage, float &knockback, bool &crit, int &hitDirection ) : void
ModifyHitPlayer ( Projectile projectile, Player target, int &damage, bool &crit ) : void
ModifyHitPvp ( Projectile projectile, Player target, int &damage, bool &crit ) : void
NumGrappleHooks ( Projectile projectile, Player player, int &numHooks ) : void
OnHitNPC ( Projectile projectile, NPC target, int damage, float knockback, bool crit ) : void
OnHitPlayer ( Projectile projectile, Player target, int damage, bool crit ) : void
OnHitPvp ( Projectile projectile, Player target, int damage, bool crit ) : void
OnTileCollide ( Projectile projectile, Vector2 oldVelocity ) : bool
PostAI ( Projectile projectile ) : void
PostDraw ( Projectile projectile, SpriteBatch spriteBatch, Color lightColor ) : void
PreAI ( Projectile projectile ) : bool
PreDraw ( Projectile projectile, SpriteBatch spriteBatch, Color lightColor ) : bool
PreDrawExtras ( Projectile projectile, SpriteBatch spriteBatch ) : bool
PreKill ( Projectile projectile, int timeLeft ) : bool
ProjectileAI ( Projectile projectile ) : void
ReadExtraAI ( BinaryReader reader, BitsByte flags ) : byte[]
ReceiveExtraAI ( Projectile projectile, byte extraAI ) : void
SendExtraAI ( Projectile projectile, BitsByte &flags ) : byte[]
ShouldUpdatePosition ( Projectile projectile ) : bool
SingleGrappleHook ( int type, Player player ) : bool?
TileCollideStyle ( Projectile projectile, int &width, int &height, bool &fallThrough ) : void
UseGrapple ( Player player, int &type ) : void

비공개 메소드들

메소드 설명
DrawBehind ( Projectile projectile, int index, List drawCacheProjsBehindNPCsAndTiles, List drawCacheProjsBehindNPCs, List drawCacheProjsBehindProjectiles, List drawCacheProjsOverWiresUI ) : void
GetProjectileInfo ( Projectile projectile, Mod mod, string name ) : ProjectileInfo
IsModProjectile ( Projectile projectile ) : bool
ReserveProjectileID ( ) : int
ResizeArrays ( ) : void
SetupProjectile ( Projectile projectile ) : void
SetupProjectileInfo ( Projectile projectile ) : void
Unload ( ) : void

메소드 상세

AI() 공개 정적인 메소드

public static AI ( Projectile projectile ) : void
projectile Projectile
리턴 void

CanCutTiles() 공개 정적인 메소드

public static CanCutTiles ( Projectile projectile ) : bool?
projectile Projectile
리턴 bool?

CanDamage() 공개 정적인 메소드

public static CanDamage ( Projectile projectile ) : bool
projectile Projectile
리턴 bool

CanHitNPC() 공개 정적인 메소드

public static CanHitNPC ( Projectile projectile, NPC target ) : bool?
projectile Projectile
target NPC
리턴 bool?

CanHitPlayer() 공개 정적인 메소드

public static CanHitPlayer ( Projectile projectile, Player target ) : bool
projectile Projectile
target Player
리턴 bool

CanHitPvp() 공개 정적인 메소드

public static CanHitPvp ( Projectile projectile, Player target ) : bool
projectile Projectile
target Player
리턴 bool

CanUseGrapple() 공개 정적인 메소드

public static CanUseGrapple ( int type, Player player ) : bool?
type int
player Player
리턴 bool?

Colliding() 공개 정적인 메소드

public static Colliding ( Projectile projectile, Rectangle projHitbox, Rectangle targetHitbox ) : bool?
projectile Projectile
projHitbox Microsoft.Xna.Framework.Rectangle
targetHitbox Microsoft.Xna.Framework.Rectangle
리턴 bool?

DrawHeldProjInFrontOfHeldItemAndArms() 공개 정적인 메소드

public static DrawHeldProjInFrontOfHeldItemAndArms ( Projectile projectile, bool &flag ) : void
projectile Projectile
flag bool
리턴 void

DrawOffset() 공개 정적인 메소드

public static DrawOffset ( Projectile projectile, int &offsetX, int &offsetY, float &originX ) : void
projectile Projectile
offsetX int
offsetY int
originX float
리턴 void

GetAlpha() 공개 정적인 메소드

public static GetAlpha ( Projectile projectile, Color lightColor ) : Color?
projectile Projectile
lightColor Color
리턴 Color?

GetProjectile() 공개 정적인 메소드

public static GetProjectile ( int type ) : ModProjectile
type int
리턴 ModProjectile

GrappleOutOfRange() 공개 정적인 메소드

public static GrappleOutOfRange ( float distance, Projectile projectile ) : bool
distance float
projectile Projectile
리턴 bool

GrappleRetreatSpeed() 공개 정적인 메소드

public static GrappleRetreatSpeed ( Projectile projectile, Player player, float &speed ) : void
projectile Projectile
player Player
speed float
리턴 void

Kill() 공개 정적인 메소드

public static Kill ( Projectile projectile, int timeLeft ) : void
projectile Projectile
timeLeft int
리턴 void

MinionContactDamage() 공개 정적인 메소드

public static MinionContactDamage ( Projectile projectile ) : bool
projectile Projectile
리턴 bool

ModifyHitNPC() 공개 정적인 메소드

public static ModifyHitNPC ( Projectile projectile, NPC target, int &damage, float &knockback, bool &crit, int &hitDirection ) : void
projectile Projectile
target NPC
damage int
knockback float
crit bool
hitDirection int
리턴 void

ModifyHitPlayer() 공개 정적인 메소드

public static ModifyHitPlayer ( Projectile projectile, Player target, int &damage, bool &crit ) : void
projectile Projectile
target Player
damage int
crit bool
리턴 void

ModifyHitPvp() 공개 정적인 메소드

public static ModifyHitPvp ( Projectile projectile, Player target, int &damage, bool &crit ) : void
projectile Projectile
target Player
damage int
crit bool
리턴 void

NumGrappleHooks() 공개 정적인 메소드

public static NumGrappleHooks ( Projectile projectile, Player player, int &numHooks ) : void
projectile Projectile
player Player
numHooks int
리턴 void

OnHitNPC() 공개 정적인 메소드

public static OnHitNPC ( Projectile projectile, NPC target, int damage, float knockback, bool crit ) : void
projectile Projectile
target NPC
damage int
knockback float
crit bool
리턴 void

OnHitPlayer() 공개 정적인 메소드

public static OnHitPlayer ( Projectile projectile, Player target, int damage, bool crit ) : void
projectile Projectile
target Player
damage int
crit bool
리턴 void

OnHitPvp() 공개 정적인 메소드

public static OnHitPvp ( Projectile projectile, Player target, int damage, bool crit ) : void
projectile Projectile
target Player
damage int
crit bool
리턴 void

OnTileCollide() 공개 정적인 메소드

public static OnTileCollide ( Projectile projectile, Vector2 oldVelocity ) : bool
projectile Projectile
oldVelocity Vector2
리턴 bool

PostAI() 공개 정적인 메소드

public static PostAI ( Projectile projectile ) : void
projectile Projectile
리턴 void

PostDraw() 공개 정적인 메소드

public static PostDraw ( Projectile projectile, SpriteBatch spriteBatch, Color lightColor ) : void
projectile Projectile
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
lightColor Color
리턴 void

PreAI() 공개 정적인 메소드

public static PreAI ( Projectile projectile ) : bool
projectile Projectile
리턴 bool

PreDraw() 공개 정적인 메소드

public static PreDraw ( Projectile projectile, SpriteBatch spriteBatch, Color lightColor ) : bool
projectile Projectile
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
lightColor Color
리턴 bool

PreDrawExtras() 공개 정적인 메소드

public static PreDrawExtras ( Projectile projectile, SpriteBatch spriteBatch ) : bool
projectile Projectile
spriteBatch Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 bool

PreKill() 공개 정적인 메소드

public static PreKill ( Projectile projectile, int timeLeft ) : bool
projectile Projectile
timeLeft int
리턴 bool

ProjectileAI() 공개 정적인 메소드

public static ProjectileAI ( Projectile projectile ) : void
projectile Projectile
리턴 void

ReadExtraAI() 공개 정적인 메소드

public static ReadExtraAI ( BinaryReader reader, BitsByte flags ) : byte[]
reader System.IO.BinaryReader
flags BitsByte
리턴 byte[]

ReceiveExtraAI() 공개 정적인 메소드

public static ReceiveExtraAI ( Projectile projectile, byte extraAI ) : void
projectile Projectile
extraAI byte
리턴 void

SendExtraAI() 공개 정적인 메소드

public static SendExtraAI ( Projectile projectile, BitsByte &flags ) : byte[]
projectile Projectile
flags BitsByte
리턴 byte[]

ShouldUpdatePosition() 공개 정적인 메소드

public static ShouldUpdatePosition ( Projectile projectile ) : bool
projectile Projectile
리턴 bool

SingleGrappleHook() 공개 정적인 메소드

public static SingleGrappleHook ( int type, Player player ) : bool?
type int
player Player
리턴 bool?

TileCollideStyle() 공개 정적인 메소드

public static TileCollideStyle ( Projectile projectile, int &width, int &height, bool &fallThrough ) : void
projectile Projectile
width int
height int
fallThrough bool
리턴 void

UseGrapple() 공개 정적인 메소드

public static UseGrapple ( Player player, int &type ) : void
player Player
type int
리턴 void