Superfighters Deluxe
IObjectStreetsweeper Class Referenceabstract

Access to certain information and functions for object "Streetsweeper" More...

Inheritance diagram for IObjectStreetsweeper:
IObject BaseObject
abstract int GetOwnerPlayerID ()
 Gets the (last known) owner player ID. This will return the player ID even after the player is dead and removed. The owner won't be attacked. More...
 
abstract IPlayer GetOwnerPlayer ()
 Gets the owner player. The owner won't be attacked. More...
 
abstract void SetOwnerPlayer (IPlayer ownerPlayer)
 Sets the owner player. The owner won't be attacked. Updating the owner player will automatically update the owner team of the Streetsweeper to whatever the owner player's current team is. Set to null to allow the streetsweeper to attack anyone. More...
 
abstract bool GetShowNamePlate ()
 Gets if name plate should be shown. More...
 
abstract void SetShowNamePlate (bool value)
 Sets if name plate should be shown. More...
 
abstract PlayerTeam GetOwnerTeam ()
 Gets the owner team. The owner won't be attacked. More...
 
abstract void SetOwnerTeam (PlayerTeam ownerTeam)
 Sets the owner team. The owner team won't be attacked. This does nothing if the streetsweeper is owned by a player, in that case the streetsweeper will belong to that owner player's current team. Set to PlayerTeam.Independent to allow the streetsweeper to attack anyone. More...
 
abstract StreetsweeperMovementType GetMovementType ()
 Gets the movement type. The owner team won't be attacked. More...
 
abstract void SetMovementType (StreetsweeperMovementType movementType)
 Sets the movement type. More...
 
abstract StreetsweeperWeaponType GetWeaponType ()
 Gets the weapon type. More...
 
abstract void SetWeaponType (StreetsweeperWeaponType weaponType)
 Sets the weapon type. More...
 
abstract IObject GetAttackTarget ()
 Gets the current attack target the streetsweeper is locked onto. This could be another object or player or nothing if the streetsweeper is searching for a new target. More...
 
abstract CameraFocusMode GetCameraSecondaryFocusMode ()
 Gets the default camera secondary focus mode. More...
 
abstract void SetCameraSecondaryFocusMode (CameraFocusMode value)
 Sets the default camera secondary focus mode. More...
 

Additional Inherited Members

- Public Member Functions inherited from IObject
abstract Vector2 GetWorldPosition ()
 Gets the world position. More...
 
abstract void SetWorldPosition (Vector2 worldPosition)
 Sets the world position. More...
 
abstract void SetWorldPosition (Vector2 worldPosition, bool updateConnectedObjects)
 Sets the world position. More...
 
abstract float GetAngle ()
 Gets the current angle in radians. More...
 
abstract void SetAngle (float value)
 Sets the current angle in radians. More...
 
abstract void SetAngle (float value, bool updateConnectedObjects)
 Sets the current angle in radians. More...
 
abstract int GetFaceDirection ()
 Gets the face direction. More...
 
abstract void SetFaceDirection (int value)
 Sets the face direction. More...
 
abstract Vector2 GetLinearVelocity ()
 Gets the linear velocity. More...
 
abstract void SetLinearVelocity (Vector2 value)
 Sets the linear velocity. More...
 
abstract void SetLinearVelocity (Vector2 value, bool updateConnectedObjects)
 Sets the linear velocity. More...
 
abstract float GetAngularVelocity ()
 Gets the angular velocity. More...
 
abstract void SetAngularVelocity (float value)
 Sets the angular velocity. More...
 
abstract void SetAngularVelocity (float value, bool updateConnectedObjects)
 Sets the angular velocity. More...
 
abstract Area GetAABB ()
 Gets the world AABB for this object. More...
 
abstract BodyType GetBodyType ()
 Gets the body type. More...
 
abstract void SetBodyType (BodyType type)
 Sets the body type. More...
 
abstract float GetHealth ()
 Gets the object's current health. More...
 
abstract void SetHealth (float value)
 Sets the object's current health. This is capped to the object's maximum health. More...
 
abstract float GetMaxHealth ()
 Gets the object's maximum health. More...
 
abstract void SetMaxFire ()
 Sets the object to maximum fire level. Only objects that can burn will start to burn. More...
 
abstract void ClearFire ()
 Clears the fire on the object. More...
 
abstract void Remove ()
 Removes the object. Certain objects may override this and can't be removed. More...
 
abstract void Destroy ()
 Destroyes the object. Certain objects may override this and can't be destroyed. More...
 
abstract void DealDamage (float damage)
 Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More...
 
abstract void DealDamage (float damage, int sourceID)
 Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More...
 
abstract bool GetTargetAIEnabled ()
 Gets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget. More...
 
abstract void SetTargetAIEnabled (bool targetAIEnabled)
 Sets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value). More...
 
abstract ObjectAITargetData GetTargetAIData ()
 Gets current target data for bots. Note: Use GetTargetAIEnabled() to see if target data is enabled. More...
 
abstract void SetTargetAIData (ObjectAITargetData targetAIData, bool targetAIEnabled=true)
 Sets target data for bots and enables this object to be targeted by bots. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other. More...
 
abstract Point GetSizeFactor ()
 Gets the size factor on the object. More...
 
abstract void SetSizeFactor (Point size)
 Sets the size factor on the object. More...
 
abstract Point GetBaseSize ()
 Gets the base tile size of this object. More...
 
abstract Point GetSize ()
 Gets the current total size on the object. This is BaseSize * SizeFactor. More...
 
abstract int GetAnimationFrame ()
 Gets the current animation frame index. More...
 
abstract int GetTotalAnimationFrames ()
 Gets the total animation frames for the object. More...
 
abstract void SetAnimationFrame (int frame)
 Sets the current animation frame index. More...
 
abstract void SetAnimationFrame (int frame, bool paused)
 Sets the current animation frame index. More...
 
abstract bool IsAnimationPaused ()
 Gets if the current animation is paused. More...
 
abstract void PauseAnimation ()
 Pauses the current animation. More...
 
abstract void PlayAnimation ()
 Resumes the current animation from a paused state. More...
 
abstract void TrackAsMissile (bool value)
 Track the object as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More...
 
abstract void SetStickyFeet (bool value)
 Sets if the object should have sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Good for elevators. More...
 
abstract bool GetStickyFeet ()
 Gets if the object has sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. More...
 
abstract float GetMass ()
 Gets the box2D mass for the object. More...
 
abstract void SetMass (float mass)
 Sets the box2D mass for the object. Only affects dynamic objects. More...
 
abstract CollisionFilter GetCollisionFilter ()
 Gets the total collision filter for all fixtures for this object. Note that some objects consist of multiple fixtures with different collisions. More...
 
abstract void SetCollisionFilter (CollisionFilter value)
 Sets the collision filter for all fixtures for this object. This overrides the default collision filters for each fixture in the body. This does nothing for players. Use with care! More...
 
abstract RayCastResult RayCast (Vector2 start, Vector2 end)
 Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More...
 
abstract RayCastResult RayCast (Vector2 start, Vector2 end, bool includeOverlap)
 Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More...
 
abstract bool HitTest (Vector2 position)
 Performs a hittest on this object. More...
 
abstract PhysicsLayer GetPhysicsLayer ()
 Gets the physics layer this object belongs to. Returns None if the object is removed. More...
 
abstract string GetColorPaletteName ()
 Gets the color palette for this object. More...
 
abstract string[] GetColors ()
 Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns a fixed 3-element string array. More...
 
abstract string GetColor1 ()
 Gets the name of the primary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors()[0]. More...
 
abstract string GetColor2 ()
 Gets the name of the secondary ColorPackage in the ColorPalette for this object item. /// This is the same as the second item of the GetColors function: GetColors()[1]. More...
 
abstract string GetColor3 ()
 Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors()[2]. More...
 
abstract bool SetColors (string[] colorPackages)
 Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns true if any color was applied. False if no color was applied (the colors must be defined in the color palette for this object). More...
 
abstract bool SetColor1 (string colorPackage)
 Sets the name of the primary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
 
abstract bool SetColor2 (string colorPackage)
 Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
 
abstract bool SetColor3 (string colorPackage)
 Sets the name of the tertiary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
 
- Properties inherited from IObject
abstract string Name [get]
 Gets the object's map name More...
 
abstract string CustomID [get, set]
 Gets or Sets the object's custom ID More...
 
abstract int UniqueID [get]
 Gets the unique ID for this object. More...
 
abstract bool IsBurning [get]
 If this object is burning. More...
 
abstract bool CanBurn [get]
 If this object can burn. More...
 
abstract bool IsRemoved [get]
 Gets if the object is completely removed. More...
 
abstract bool RemovalInitiated [get]
 Gets if this body is about to be removed next clean-cycle. More...
 
abstract bool DestructionInitiated [get]
 Gets if this object is about to be destroyed next clean-cycle. More...
 
abstract bool Destructable [get]
 Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players. More...
 
abstract SizeableType Sizeable [get]
 Gets the SizeableType enum of the object that tells how the object can be sized. More...
 
abstract bool IsMissile [get]
 Gets if the object currently is tracked as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More...
 

Detailed Description

Access to certain information and functions for object "Streetsweeper"

Member Function Documentation

◆ GetAttackTarget()

abstract IObject GetAttackTarget ( )
pure virtual

Gets the current attack target the streetsweeper is locked onto. This could be another object or player or nothing if the streetsweeper is searching for a new target.

Returns
IObject

◆ GetCameraSecondaryFocusMode()

abstract CameraFocusMode GetCameraSecondaryFocusMode ( )
pure virtual

Gets the default camera secondary focus mode.

◆ GetMovementType()

abstract StreetsweeperMovementType GetMovementType ( )
pure virtual

Gets the movement type. The owner team won't be attacked.

Returns
StreetsweeperMovementType

◆ GetOwnerPlayer()

abstract IPlayer GetOwnerPlayer ( )
pure virtual

Gets the owner player. The owner won't be attacked.

Returns
IPlayer

◆ GetOwnerPlayerID()

abstract int GetOwnerPlayerID ( )
pure virtual

Gets the (last known) owner player ID. This will return the player ID even after the player is dead and removed. The owner won't be attacked.

Returns
int

◆ GetOwnerTeam()

abstract PlayerTeam GetOwnerTeam ( )
pure virtual

Gets the owner team. The owner won't be attacked.

Returns
PlayerTeam

◆ GetShowNamePlate()

abstract bool GetShowNamePlate ( )
pure virtual

Gets if name plate should be shown.

Returns
bool

◆ GetWeaponType()

abstract StreetsweeperWeaponType GetWeaponType ( )
pure virtual

Gets the weapon type.

Returns
StreetsweeperWeaponType

◆ SetCameraSecondaryFocusMode()

abstract void SetCameraSecondaryFocusMode ( CameraFocusMode  value)
pure virtual

Sets the default camera secondary focus mode.

Parameters
valueCameraFocusMode

◆ SetMovementType()

abstract void SetMovementType ( StreetsweeperMovementType  movementType)
pure virtual

Sets the movement type.

Parameters
movementTypeStreetsweeperMovementType

◆ SetOwnerPlayer()

abstract void SetOwnerPlayer ( IPlayer  ownerPlayer)
pure virtual

Sets the owner player. The owner won't be attacked. Updating the owner player will automatically update the owner team of the Streetsweeper to whatever the owner player's current team is. Set to null to allow the streetsweeper to attack anyone.

Parameters
ownerPlayerIPlayer

◆ SetOwnerTeam()

abstract void SetOwnerTeam ( PlayerTeam  ownerTeam)
pure virtual

Sets the owner team. The owner team won't be attacked. This does nothing if the streetsweeper is owned by a player, in that case the streetsweeper will belong to that owner player's current team. Set to PlayerTeam.Independent to allow the streetsweeper to attack anyone.

Parameters
ownerTeamPlayerTeam

◆ SetShowNamePlate()

abstract void SetShowNamePlate ( bool  value)
pure virtual

Sets if name plate should be shown.

Parameters
valuebool

◆ SetWeaponType()

abstract void SetWeaponType ( StreetsweeperWeaponType  weaponType)
pure virtual

Sets the weapon type.

Parameters
weaponTypeStreetsweeperWeaponType