class f__AnonymousType0<< Count > j__TPar
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
Blink(int durationInFrames)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
DoBunnyRestAnimation(int durationInFrames)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void ApplyTo(NPC obj, float localTimeForObj)
Fade(int alphaPerFrame, int duration)
void SetDelay(float delay)
ForceAltTexture(int altTexture)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void ApplyTo(NPC obj, float localTimeForObj)
Vector2 _accelerationPerFrame
void SetDelay(float delay)
MoveWithAcceleration(Vector2 offsetPerFrame, Vector2 accelerationPerFrame, int durationInFrames)
MoveWithRotor(Vector2 radialOffset, float rotationPerFrame, Vector2 resultMultiplier, int durationInFrames)
void ApplyTo(NPC obj, float localTimeForObj)
Vector2 _resultMultiplier
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
Move(Vector2 offsetPerFrame, int durationInFrames)
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
void ApplyTo(NPC obj, float localTimeForObj)
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void FixNPCIfWasHoldingItem(NPC obj)
ShowItem(int durationInFrames, int itemIdToShow)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
Wait(int durationInFrames)
ZombieKnockOnDoor(int durationInFrames)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(NPC obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
void ApplyTo(Player obj, float localTimeForObj)
void SetDelay(float delay)
Fade(float opacityTarget)
Fade(float opacityTarget, int duration)
void SetDelay(float delay)
void ApplyTo(Player obj, float localTimeForObj)
int ExpectedLengthOfActionInFrames
MoveWithAcceleration(Vector2 offsetPerFrame, Vector2 accelerationPerFrame, int durationInFrames)
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
Vector2 _accelerationPerFrame
void ApplyTo(Player obj, float localTimeForObj)
void ApplyTo(Player obj, float localTimeForObj)
void SetDelay(float delay)
int ExpectedLengthOfActionInFrames
Wait(int durationInFrames)
float GetProgress(float durationInFramesToApply)
AScale(Vector2 scaleTarget)
AScale(Vector2 scaleTarget, int duration)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
void BindTo(Segments.LooseSprite obj)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
Fade(float opacityTarget)
void SetDelay(float delay)
void BindTo(Segments.LooseSprite obj)
int ExpectedLengthOfActionInFrames
Fade(float opacityTarget, int duration)
override float GetProgress(float durationInFramesToApply)
LinearScale(Vector2 scaleTarget)
LinearScale(Vector2 scaleTarget, int duration)
override float GetProgress(float durationInFramesToApply)
OutCircleScale(Vector2 scaleTarget)
OutCircleScale(Vector2 scaleTarget, int duration)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void BindTo(Segments.LooseSprite obj)
SetFrameSequence(Point[] frameIndices, int timePerFrame, int paddingX=2, int paddingY=2)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
SetFrameSequence(int duration, Point[] frameIndices, int timePerFrame, int paddingX=2, int paddingY=2)
int ExpectedLengthOfActionInFrames
void SetDelay(float delay)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
void BindTo(Segments.LooseSprite obj)
SetFrame(int frameX, int frameY, int paddingX=2, int paddingY=2)
int ExpectedLengthOfActionInFrames
void BindTo(Segments.LooseSprite obj)
void SetDelay(float delay)
SimulateGravity(Vector2 initialVelocity, Vector2 gravityPerFrame, float rotationPerFrame, int duration)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
void BindTo(Segments.LooseSprite obj)
void SetDelay(float delay)
void ApplyTo(Segments.LooseSprite obj, float localTimeForObj)
Wait(int durationInFrames)
int ExpectedLengthOfActionInFrames