public Bow(AbstractPhysicalObject abstractPhysicalObject, World world) : base(abstractPhysicalObject, world) { base.bodyChunks = new BodyChunk[1]; base.bodyChunks[0] = new BodyChunk(this, 0, new Vector2(0f, 0f), 5f, 0.07f); bodyChunkConnections = new BodyChunkConnection[0]; base.airFriction = 0.999f; base.gravity = 0.9f; bounce = 0.4f; drawProgress = 0.0f; surfaceFriction = 0.4f; collisionLayer = 2; base.waterFriction = 0.98f; base.buoyancy = 1.0f; spinning = false; base.firstChunk.loudness = 7f; soundLoop = new ChunkDynamicSoundLoop(base.firstChunk); }
public LargePiston(AbstractPhysicalObject abstractPhysicalObject) : base(abstractPhysicalObject) { bodyChunks = new BodyChunk[1]; bodyChunks[0] = new BodyChunk(this, 0, new Vector2(0f, 0f), 30f, 14f); bodyChunkConnections = new BodyChunkConnection[0]; airFriction = 0.9f; gravity = 0f; bounce = 0f; surfaceFriction = 9.9f; collisionLayer = 1; deathmode = (abstractPhysicalObject as AbstractLargePiston).deathmode; deathtop = (abstractPhysicalObject as AbstractLargePiston).deathtop; waterFriction = 0.1f; buoyancy = 0f; bodyChunks[0].collideWithObjects = true; bodyChunks[0].collideWithTerrain = false; bodyChunks[0].collideWithSlopes = false; offset = UnityEngine.Random.Range(-1f, 1f); }
public Quiver(AbstractPhysicalObject abstractPhysicalObject, World world) : base(abstractPhysicalObject, world) { base.bodyChunks = new BodyChunk[1]; base.bodyChunks[0] = new BodyChunk(this, 0, new Vector2(0f, 0f), 2.5f, 0.05f); bodyChunkConnections = new BodyChunkConnection[0]; base.airFriction = 0.999f; base.gravity = 0.9f; bounce = 0.4f; surfaceFriction = 0.4f; collisionLayer = 2; base.waterFriction = 0.98f; base.buoyancy = 1.0f; base.firstChunk.loudness = 7f; tailPos = base.firstChunk.pos; soundLoop = new ChunkDynamicSoundLoop(base.firstChunk); base.armorMode = ArmorMode.Free; base.armorSlot = ArmorSlot.Accessory; strap = new Vector2[UnityEngine.Random.Range(4, UnityEngine.Random.Range(4, 10)), 6]; }