![]() ![]() Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). Sets the name of the primary ColorPackage in the ColorPalette for this object item. False if no color was applied (the colors must be defined in the color palette for this object). Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors(). Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. / This is the same as the second item of the GetColors function: GetColors(). Gets the name of the secondary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors(). Gets the name of the primary ColorPackage in the ColorPalette for this object item. Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Gets the physics layer this object belongs to. Ra圜ast ( Vector2 start, Vector2 end, bool includeOverlap) Always returns a false hit if the object is disposed or removed. Performs a ray cast on this specific object, returning the hit result. This overrides the default collision filters for each fixture in the body. Sets the collision filter for all fixtures for this object. SetCollisionFilter ( CollisionFilter value) Note that some objects consist of multiple fixtures with different collisions. Gets the total collision filter for all fixtures for this object. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Gets if the object has sticky feet activated. ![]() Sets if the object should have sticky feet activated. Once the object collides with the world it will lose it's missile status. Normally used for smaller objects being thrown. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Resumes the current animation from a paused state. SetAnimationFrame (int frame, bool paused) Gets the total animation frames for the object. Gets the current total size on the object. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Sets target data for bots and enables this object to be targeted by bots. SetTargetAIData ( ObjectAITargetData targetAIData, bool targetAIEnabled=true) Note: Use GetTargetAIEnabled() to see if target data is enabled. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value). Sets if this object is enabled for bots to target. SetTargetAIEnabled (bool targetAIEnabled) Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget. Gets if this object is enabled for bots to target. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. The object will be destoryed if it's destructable and health reaches 0. More.įorcefully deals damage to the object. Certain objects may override this and can't be destroyed. Certain objects may override this and can't be removed. Only objects that can burn will start to burn. This is capped to the object's maximum health. SetAngularVelocity (float value, bool updateConnectedObjects) SetLinearVelocity ( Vector2 value, bool updateConnectedObjects) SetAngle (float value, bool updateConnectedObjects) SetWorldPosition ( Vector2 worldPosition, bool updateConnectedObjects) ![]() SetWorldPosition ( Vector2 worldPosition) Public Member Functions inherited from IObject If the grenade was inactive before it will be re-activated, ExplosionResultedInDud reset and the ExplosionTimer will start ticking again. If this is set to any positive value, the ExplosionTimer is updated. If this is set to 0 it will disable the grenade silently as if it were a dud. Sets the remaining explosion timer for the grenade until it explodes. Gets the remaining explosion timer for the grenade until it explodes. This is false until the explosion resulted in a dud or not. Does nothing if the grenade already is a dud. ![]()
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