Table of Contents

Namespace VoxelPlayground.Entity

Classes

AcidCollision
AttachmentItemGroup
AttachmentPoint
BladeTrigger
CircularSawTrigger
ConveyorRotate
CriticalBodyPart
DestroyCallback
Door
DysfunctionEvent
Entity
EntityAcidBarrel
EntityArmor
EntityArrow
EntityAttachmentItem
EntityBalloon
EntityBuilding
EntityBuildingElement
EntityBullet
EntityBulletSawblade
EntityCalibration
EntityCar
EntityCharacter
EntityCircularSaw
EntityConnector
EntityConveyor
EntityDestructibleItem
EntityEnvironment
EntityExplosive
EntityFirableWeapon

Base class for weapons that can fire projectiles or be used in attacks.

EntityFireGunItem
EntityGatlingItem
EntityGravityGun
EntityGunItem
EntityHoldWeapon

Represents a weapon that fires continuously while the trigger is held down.

EntityItem
EntityLandmine
EntityLaserItem
EntityLaserPierceBullet
EntityLaserRifle
EntityLavaBucket
EntityLightSaber
EntityLinkerGun
EntityOilBarrel
EntityPhysicBullet
EntityPlasmaBullet
EntityPowerFist
EntityPropeller
EntityRope
EntitySawbladeBowItem
EntitySelfExplodeOnDie
EntityShotgunItem
EntitySmgItem
EntitySpawnPoint
EntityThrustLauncherEntity
EntityTitle
EntityToggleWeapon

Represents a weapon that toggles its state when the trigger is pressed.

EntityTwinShaftShredder
EntityWaterGunItem
EntityWheel
EntityWind
ExplodeEvent
HitInfo
HitTrigger
HydraulicPressTrigger
LightSaberTrigger
MineralClusterGen
PhysLink
RecyclableEntity
ScrapGenerator
Seat
WaterCollision

Structs

AttachObj
BurnAreaJob
CircularSawTrigger.CleanCircleJob
CleanAreaJob
EntityAttachmentItem.TargetAttachmentPreviewData
EntityBuildingElement.PlacementOverlapResult
EntityLavaBucket.BlurTextureJob
EntityLavaBucket.DilateTextureJob
EntityLavaBucket.GetContactTextureJob
Explosive
TwoAttachPoint

Interfaces

ICombustible
IVehicle

Enums

BurnColorType
CarryHand
ChemicalPropety
CrippleState
DeathCause
Entity.FreezeState
Entity.TeamFlag
EntityCharacter.FeetEnvIgnoreMode
EntityCharacter.GrabSubState
EntityCharacter.GripType
EntityCharacter.State
GripPose
HandSide
ShotBlockSoundType

Type of sound to play when a shot is blocked or cannot fire.

Delegates

EntityGatlingItem.IterateVoxelsInRadiusAction