Table of Contents
Extensions for Bloons
public static class BloonExt
Inheritance System.Object BloonExt
Creates a new BloonToSimulation based off of this Bloon and stores it for possible later use. It will automatically
destroyed when this Bloon is destroyed
public static BloonToSimulation CreateBloonToSim(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
Il2CppAssets.Scripts.Unity.Bridge.BloonToSimulation
Return the existing BloonToSimulation for this specific Bloon.
public static BloonToSimulation GetBloonToSim(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
Il2CppAssets.Scripts.Unity.Bridge.BloonToSimulation
Return the DisplayNode for this bloon
public static DisplayNode GetDisplayNode(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
Il2CppAssets.Scripts.Simulation.Display.DisplayNode
Return the Factory that creates Bloons
public static Factory<Bloon> GetFactory(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
Il2CppAssets.Scripts.Simulation.Factory.Factory
Return the Id of this Bloon
public static ObjectId GetId(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
Return the UnityDisplayNode for this bloon. Is apart of DisplayNode. Needed to modify sprites
public static UnityDisplayNode GetUnityDisplayNode(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
Il2CppAssets.Scripts.Unity.Display.UnityDisplayNode
Remove current statuses from bloon
public static void RemoveBloonStatus(this Bloon bloon, bool removeCamo, bool removeFortify, bool removeRegrow);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
the Bloon
removeCamo
System.Boolean
Should remove camo if present?
removeFortify
System.Boolean
Should remove fortify if present?
removeRegrow
System.Boolean
Should remove regrow if present?
Set the statuses of the bloon. Will change bloonModel if one exists with these statuses
public static void SetBloonStatus(this Bloon bloon, bool setCamo, bool setFortified, bool setRegrow);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
the Bloon
setCamo
System.Boolean
Should have camo?
setFortified
System.Boolean
Should have fortify?
setRegrow
System.Boolean
Should have regrow?
Set bloon to be camo or not. Will change bloonModel to camo version if it exists
public static void SetCamo(this Bloon bloon, bool isCamo);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
the Bloon
isCamo
System.Boolean
Should bloon be camo
Set bloon to be fortified or not. Will change bloonModel to fortified version if it exists
public static void SetFortified(this Bloon bloon, bool isFortified);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
the Bloon
isFortified
System.Boolean
Should bloon be fortified
Set bloon to be regrow or not. Will change bloonModel to regrow version if it exists
public static void SetRegrow(this Bloon bloon, bool isRegrow);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
the Bloon
isRegrow
System.Boolean
Should bloon be regrow
Returns whether or not the bloon was popped rather than leaked.
public static bool WasBloonPopped(this Bloon bloon);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
System.Boolean
True if it was popped, false if it was leaked or not destroyed yet
Tests whether a project will pop this bloon
public static bool WillPopBloon(this Bloon bloon, Projectile projectile);
bloon
Il2CppAssets.Scripts.Simulation.Bloons.Bloon
projectile
Il2CppAssets.Scripts.Simulation.Towers.Projectiles.Projectile