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 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]; }
public Arrow(AbstractPhysicalObject abstractPhysicalObject, World world) : base(abstractPhysicalObject, world) { base.bodyChunks = new BodyChunk[1]; base.bodyChunks[0] = new BodyChunk(this, 0, new Vector2(0f, 0f), 5f, 0.035f); base.bodyChunkConnections = new BodyChunkConnection[0]; base.airFriction = 0.999f; base.gravity = 0.75f; bounce = 0.1f; surfaceFriction = 0.1f; collisionLayer = 2; base.waterFriction = 0.98f; base.buoyancy = 1.0f; pivotAtTip = false; spinning = true; lastPivotAtTip = false; stuckBodyPart = -1; base.firstChunk.loudness = 7f; tailPos = base.firstChunk.pos; soundLoop = new ChunkDynamicSoundLoop(base.firstChunk); stillFlyingCounter = maxFlyingCount; }