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Class WallData

Inheritance
System.Object
AgentData
WallData
Inherited Members
AgentData.Name
AgentData.Desc
AgentData.CanBeHit
AgentData.CanBurn
AgentData.BlockLight
AgentData.MaxHealth
AgentData.TTLPostDeath
AgentData.PowerRequirement
AgentData.DropCargoOnDeath
AgentData.Integrity
AgentData.SelfDelete
AgentData.Selectable
AgentData.DrawnLayer
AgentData.ReputationOnKill
AgentData.ForcefullyHostile
AgentData.DeathAnim
AgentData.Clone(String)
AgentData.ID
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
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