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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