Class WallData
Inherited Members
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public class WallData : AgentData
Constructors
WallData(String)
Declaration
public WallData(string forWall)
Parameters
| Type | Name | Description |
|---|---|---|
| System.String | forWall |
Properties
Activity
This Wall's associated activity
Declaration
public EGameActivity Activity { get; set; }
Property Value
| Type | Description |
|---|---|
| EGameActivity |
AllowedSceneTypes
The scenes this Wall is allowed to be built in
Declaration
public List<ESceneType> AllowedSceneTypes { get; set; }
Property Value
| Type | Description |
|---|---|
| List<ESceneType> |
AlwaysDecay
Whether this should decay in procedural generation
Declaration
public bool AlwaysDecay { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
BuildSFX
The sound that is played while this is being built
Declaration
public List<Sound> BuildSFX { get; set; }
Property Value
| Type | Description |
|---|---|
| List<Sound> |
BuildTimeRequired
The time required to build this.
Declaration
public int BuildTimeRequired { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
CanDisassemble
Whether this Wall can be disassembled or not
Declaration
public bool CanDisassemble { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
ConnectToVoid
Does this wall considers that it should connect to the map border or hidden surrounded walls.
Declaration
public bool ConnectToVoid { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
CountAsWallForRooms
Whether this should count as an enclosing wall when building a room
Declaration
public bool CountAsWallForRooms { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
CurrAngle
The angle this Wall has when it is placed
Declaration
public float CurrAngle { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
DisassembleAnimation
The Animation that plays when this Wall is disassembled
Declaration
public Animation DisassembleAnimation { get; set; }
Property Value
| Type | Description |
|---|---|
| Animation |
DisassembleContent
What drops when this Wall is disassembled
Declaration
public List<InventoryItem> DisassembleContent { get; set; }
Property Value
| Type | Description |
|---|---|
| List<InventoryItem> |
DisassembleOverrideBuildData
By default, Clutter that is being disassembled uses its build data to determine certain factors. You can override this by setting DisassembleOverrideBuildData to true.
Declaration
public bool DisassembleOverrideBuildData { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
DisassembleTime
The time it takes for this Wall to be disassembled
Declaration
public int DisassembleTime { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
DoneSfx
The Sounds this Wall plays when it is built
Declaration
public List<Sound> DoneSfx { get; set; }
Property Value
| Type | Description |
|---|---|
| List<Sound> |
HideIfSurrounded
This wall won't be rendered if it's surrounded by 8 other walls, a black tile will be used instead (Like mountains for instance).
Declaration
public bool HideIfSurrounded { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
LayerDepth
The layer this Wall should be drawn on.
Declaration
public int LayerDepth { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
MaxPerMap
The maximum number of this Wall that can be in a map at any time. 0 = unlimited.
Declaration
public int MaxPerMap { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
MinorWall
Whether this wall is a minor wall, i.e. it only connects to itself
Declaration
public bool MinorWall { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
RazeTo
When this is destroyed, make a random Clutter from the list appear instead.
Declaration
public List<ClutterData> RazeTo { get; set; }
Property Value
| Type | Description |
|---|---|
| List<ClutterData> |
RazeToChance
If RazeTo contains items, RazeToChance controls the chance that they will spawn (0-1).
Declaration
public float RazeToChance { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Single |
RazeToFaction
If RazeTo contains items, RazeToFaction controls the faction that the newly-spawned items will be owned by.
Declaration
public Faction RazeToFaction { get; set; }
Property Value
| Type | Description |
|---|---|
| Faction |
ShowDamageSprite
If this wall is damaged, a "damaged" sprite is displayed on top of it. However if the wall is very thin, it might look weird. This setting is used to toggle the feature on and off.
Declaration
public bool ShowDamageSprite { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
ShowInBuildMenu
Whether to show this in the build menu.
Declaration
public bool ShowInBuildMenu { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Boolean |
SpriteID
The sprite ID to show when built, if applicable.
Declaration
public int SpriteID { get; set; }
Property Value
| Type | Description |
|---|---|
| System.Int32 |
TechRequirement
The tech required to build this Wall
Declaration
public Tech TechRequirement { get; set; }
Property Value
| Type | Description |
|---|---|
| Tech |
WorkSfx
The Sounds this Wall plays when it is being disassembled
Declaration
public List<Sound> WorkSfx { get; set; }
Property Value
| Type | Description |
|---|---|
| List<Sound> |
Methods
Create(Scene, Point)
Create this Wall
Declaration
public Wall Create(Scene scene, Point where)
Parameters
| Type | Name | Description |
|---|---|---|
| Scene | scene | Which scene should this Clutter be created in? |
| Point | where | Where should this Clutter be created? |
Returns
| Type | Description |
|---|---|
| Wall | The Clutter |
GetAllowedSceneTypes()
Get the AllowedSceneTypes JSON property.
Declaration
public List<ESceneType> GetAllowedSceneTypes()
Returns
| Type | Description |
|---|---|
| List<ESceneType> |
GetBuildSFX()
Get the BuildSFX JSON property.
Declaration
public List<Sound> GetBuildSFX()
Returns
| Type | Description |
|---|---|
| List<Sound> |
GetDisassembleContent()
Get the DisassembleContent JSON property.
Declaration
public List<InventoryItem> GetDisassembleContent()
Returns
| Type | Description |
|---|---|
| List<InventoryItem> |
GetDoneSfx()
Get the DoneSfx JSON property.
Declaration
public List<Sound> GetDoneSfx()
Returns
| Type | Description |
|---|---|
| List<Sound> |
GetRazeTo()
Get the RazeTo JSON property.
Declaration
public List<ClutterData> GetRazeTo()
Returns
| Type | Description |
|---|---|
| List<ClutterData> |
GetWorkSfx()
Get the WorkSfx JSON property.
Declaration
public List<Sound> GetWorkSfx()
Returns
| Type | Description |
|---|---|
| List<Sound> |
SetAllowedSceneTypes(List<ESceneType>)
Set the AllowedSceneTypes JSON property.
Declaration
public void SetAllowedSceneTypes(List<ESceneType> value)
Parameters
| Type | Name | Description |
|---|---|---|
| List<ESceneType> | value |
SetBuildSFX(List<Sound>)
Set the BuildSFX JSON property.
Declaration
public void SetBuildSFX(List<Sound> value)
Parameters
| Type | Name | Description |
|---|---|---|
| List<Sound> | value |
SetDisassembleContent(List<InventoryItem>)
Set the DisassembleContent JSON property.
Declaration
public void SetDisassembleContent(List<InventoryItem> value)
Parameters
| Type | Name | Description |
|---|---|---|
| List<InventoryItem> | value |
SetDoneSfx(List<Sound>)
Set the DoneSfx JSON property.
Declaration
public void SetDoneSfx(List<Sound> value)
Parameters
| Type | Name | Description |
|---|---|---|
| List<Sound> | value |
SetRazeTo(List<ClutterData>)
Set the RazeTo JSON property.
Declaration
public void SetRazeTo(List<ClutterData> value)
Parameters
| Type | Name | Description |
|---|---|---|
| List<ClutterData> | value |
SetWorkSfx(List<Sound>)
Set the WorkSfx JSON property.
Declaration
public void SetWorkSfx(List<Sound> value)
Parameters
| Type | Name | Description |
|---|---|---|
| List<Sound> | value |