Class ExplosionPrototype
Explosion Prototype. Determines damage, tile break probabilities, and visuals.
Inheritance
System.Object
ExplosionPrototype
Implements
Robust.Shared.Prototypes.IPrototype
Assembly: Content.Shared.dll
Syntax
public sealed class ExplosionPrototype : object, IPrototype
Fields
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DamagePerIntensity
Damage to deal to entities. This is scaled by the explosion intensity.
Declaration
public DamageSpecifier DamagePerIntensity
Field Value
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FireColor
Color used to modulate the fire texture.
Declaration
Field Value
Type |
Description |
System.Nullable<Color> |
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FireStates
Declaration
Field Value
Type |
Description |
System.Int32 |
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IntensityPerState
How intense does the explosion have to be at a tile to advance to the next fire texture state?
Declaration
public float IntensityPerState
Field Value
Type |
Description |
System.Single |
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LightColor
Color emitted by a point light at the center of the explosion.
Declaration
Field Value
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Sound
Declaration
public SoundSpecifier Sound
Field Value
Type |
Description |
Robust.Shared.Audio.SoundSpecifier |
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TexturePath
Declaration
public ResPath TexturePath
Field Value
Type |
Description |
Robust.Shared.Utility.ResPath |
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TileBreakRerollReduction
When a tile is broken by an explosion, the intensity is reduced by this amount and is used to try and
break the tile a second time. This is repeated until a roll fails or the tile has become space.
Declaration
public float TileBreakRerollReduction
Field Value
Type |
Description |
System.Single |
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Properties
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ID
Declaration
public string ID { get; }
Property Value
Type |
Description |
System.String |
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Methods
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TileBreakChance(Single)
Basic function for linear interpolation of the _tileBreakChance and _tileBreakIntensity arrays
Declaration
public float TileBreakChance(float intensity)
Parameters
Type |
Name |
Description |
System.Single |
intensity |
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Returns
Type |
Description |
System.Single |
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Implements
Robust.Shared.Prototypes.IPrototype