Class "EntityEffect"⚓︎
Info
You can get this class by using the following function:
Example Code
local entity = Isaac.GetRoomEntities()[1]:ToEffect()
Class Diagram⚓︎
classDiagram
class Entity:::diagramCurrentPage
class EntityBomb
class EntityEffect
class EntityFamiliar
class EntityKnife
class EntityLaser
class EntityNPC
class EntityPickup
class EntityPlayer
class EntityProjectile
class EntityTear
Entity <|-- EntityBomb
Entity <|-- EntityEffect
Entity <|-- EntityFamiliar
Entity <|-- EntityKnife
Entity <|-- EntityLaser
Entity <|-- EntityNPC
Entity <|-- EntityPickup
Entity <|-- EntityPlayer
Entity <|-- EntityProjectile
Entity <|-- EntityTear
link Entity "Entity.html" "Go to page for 'Entity' class"
link EntityBomb "EntityBomb.html" "Go to page for 'EntityBomb' class"
link EntityEffect "EntityEffect.html" "Go to page for 'EntityEffect' class"
link EntityFamiliar "EntityFamiliar.html" "Go to page for 'EntityFamiliar' class"
link EntityKnife "EntityKnife.html" "Go to page for 'EntityKnife' class"
link EntityLaser "EntityLaser.html" "Go to page for 'EntityLaser' class"
link EntityNPC "EntityNPC.html" "Go to page for 'EntityNPC' class"
link EntityPickup "EntityPickup.html" "Go to page for 'EntityPickup' class"
link EntityPlayer "EntityPlayer.html" "Go to page for 'EntityPlayer' class"
link EntityProjectile "EntityProjectile.html" "Go to page for 'EntityProjectile' class"
link EntityTear "EntityTear.html" "Go to page for 'EntityTear' class"
Functions⚓︎
Follow·Parent ()⚓︎
void FollowParent ( Entity Parent )⚓︎
Is·Player·Creep ()⚓︎
static boolean IsPlayerCreep ( EffectVariant Variant )⚓︎
Set·Damage·Source ()⚓︎
void SetDamageSource ( EntityType DamageSource )⚓︎
Set·Radii ()⚓︎
void SetRadii ( float min, float max )⚓︎
用于冲击波(shockwaves)。
Set·Timeout ()⚓︎
void SetTimeout ( int Timeout )⚓︎
Variables⚓︎
Damage·Source⚓︎
int DamageSource⚓︎
Falling·Acceleration⚓︎
float FallingAcceleration⚓︎
Falling·Speed⚓︎
float FallingSpeed⚓︎
Is·Following⚓︎
boolean IsFollowing⚓︎
Life·Span⚓︎
int LifeSpan⚓︎
m_Height⚓︎
float m_Height⚓︎
用于粒子的 .dy
Max·Radius⚓︎
float MaxRadius⚓︎
Min·Radius⚓︎
float MinRadius⚓︎
用于冲击波(shockwaves)。
Parent·Offset⚓︎
Vector ParentOffset⚓︎
可能很快就会被淘汰,取而代之的是 m_SpriteOffset
Rotation⚓︎
float Rotation⚓︎
Scale⚓︎
float Scale⚓︎
State⚓︎
int State⚓︎
状态变量,可在 Init() 中随意使用,初始化为 0
Timeout⚓︎
int Timeout⚓︎
该值在每一帧都会递减,即使是自定义效果也是如此。自定义效果将此值初始化为 -1。
Last update:
September 6, 2025