Class Enemy

Namespace
SurvivorsMaker.Simulation
Assembly
SurvivorsMaker.Simulation.dll
public sealed class Enemy
Inheritance
Enemy
Inherited Members

Constructors

Enemy()

public Enemy()

Fields

AttackState

public object AttackState

Field Value

object

AttackTimer

public int AttackTimer

Field Value

int

BodyRadius

public float BodyRadius

Field Value

float

BossPhase

Index into Def.Phases, -1 when the enemy has no phases.

public int BossPhase

Field Value

int

ChargeDirection

public Vec2 ChargeDirection

Field Value

Vec2

ChargeTimer

public int ChargeTimer

Field Value

int

ChaseOffset

public Vec2 ChaseOffset

Field Value

Vec2

ContactDamage

public int ContactDamage

Field Value

int

ContactTimer

public int ContactTimer

Field Value

int

Dead

public bool Dead

Field Value

bool

Def

public EnemyDef Def

Field Value

EnemyDef

Elite

public EliteDef Elite

Field Value

EliteDef

HasMoveTarget

public bool HasMoveTarget

Field Value

bool

Health

public int Health

Field Value

int

HitRadius

public float HitRadius

Field Value

float

Id

public int Id

Field Value

int

InvulnerableTicks

public int InvulnerableTicks

Field Value

int

IsBoss

public bool IsBoss

Field Value

bool

KnockbackStep

public Vec2 KnockbackStep

Field Value

Vec2

KnockbackTicks

public int KnockbackTicks

Field Value

int

MaxHealth

public int MaxHealth

Field Value

int

MoveTarget

public Vec2 MoveTarget

Field Value

Vec2

MovementState

Per-enemy state owned by a custom movement / attack behaviour (built-ins use the fields above).

public object MovementState

Field Value

object

Neutral

public bool Neutral

Field Value

bool

Phase

public SpecialPhase Phase

Field Value

SpecialPhase

Position

public Vec2 Position

Field Value

Vec2

PreferredDistance

public float PreferredDistance

Field Value

float

RegenCarry

Regenerating elites: health fraction carried between ticks.

public float RegenCarry

Field Value

float

SpawnOrder

Spawn order index for stable ordering (increasing).

public int SpawnOrder

Field Value

int

Speed

Speed and radii fixed at spawn.

public float Speed

Field Value

float

SpeedMultiplier

Product of slow and elite speed modifiers, recomputed each tick by the status system.

public float SpeedMultiplier

Field Value

float

Statuses

Active statuses, at most one entry per kind.

public readonly List<StatusInstance> Statuses

Field Value

List<StatusInstance>

Stunned

public bool Stunned

Field Value

bool

SummonAttacks

public int SummonAttacks

Field Value

int

SupportTimer

public int SupportTimer

Field Value

int

WindupTimer

public int WindupTimer

Field Value

int