LiveObject Class

Inherits: ResourceStorage

animationDie

animationFinish

carryingCapacity

childbearing

childbearingChance

childbearingTimer

deadAge

dieingTask

dir

disease

diseaseImmunity

diseased

frozen

happiness

happinessMax

happinessScale

health

healthMax

heat

heatMax

heatNormal

height

house

hungry

inside

insideBuilding

male

meshPos

modelsCount

name

pos

pos3D

radius

reserved

resourceInStorage

resourcesWeight

satiety

satietyCoefficient

satietyMax

skeleton

skeletonName

speedWalk

sphereCenter

sphereRadius

storageEmpty

survivalMode

tasksCount

textHint

thirst

type

userControl

velocity

visible

waterSatiety

waterSatietyMax

addScriptTask

addTaskAddResourceToBuilding

addTaskBuildResourceReservation

addTaskCallEvent

addTaskConstruct

addTaskCreateResource

addTaskDepositInventory

addTaskDie

addTaskEnter

addTaskExit

addTaskFollow

addTaskHeating

addTaskMineResource

addTaskPickResource

addTaskPlayAnimation

addTaskPlayAnimationOnce

addTaskRemoveResourceFromBuilding

addTaskRepair

addTaskReserveLiveObject

addTaskReservePlantCell

addTaskResetHint

addTaskRetrieveFromStorage

addTaskRotate

addTaskScript

addTaskSetHint

addTaskStand

addTaskWait

addTaskWalkTo

addTaskWalkToLiveObject

addTaskWork

attachModel

canDeposit

canDepositResource

canWalk

canWalkToBuilding

canWalkToPivot

canWalkToPoint

canWalkToPointWithRadius

changePrefab

clearAllTasks

clearStorage

damage

deposit

depositResource

dropHouse

eat

exitBuilding

findRandomWalkPos

getResourceCount

getWork

goTo

goToBuilding

goToBuildingOptimized

goToBuildingOptimizedWithAnimation

goToBuildingWithAnimation

goToPivot

goToPivotWithAnimation

goToResourceSource

goToWithAnimation

haveBuff

haveImportantTask

haveTasks

initDieStatus

isInsideBuilding

onNewAge

playAnim

playAnimOnce

playSound

rand

randReset

removeAllModels

removeModel

reserve

resetHouse

resetTextHint

retrieve

retrieveResource

rotateTo

setInsideHouse

setResourceCount

teleportTo

unreserve

updateChildbearingTimer

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function **addTaskAddResourceToBuilding**(b Building, strType string, count number)

```

### addTaskBuildResourceReservation()

```
function **addTaskBuildResourceReservation**(b Building, res string, count number)

```

### addTaskCallEvent()

```
function **addTaskCallEvent**(b Building, s string, p1 number, p2 number)

```

### addTaskConstruct()

```
function **addTaskConstruct**(b Building, time number)

```

### addTaskCreateResource()

```
function **addTaskCreateResource**(resType string)

```

### addTaskDepositInventory()

```
function **addTaskDepositInventory**(b Building, resType string, count number)

```

### addTaskDie()

```
function **addTaskDie**(logText string, animationName string)

```

### addTaskEnter()

```
function **addTaskEnter**(b Building)

```

### addTaskExit()

```
function **addTaskExit**()

```

### addTaskFollow()

```
function **addTaskFollow**(animation string)

```

### addTaskHeating()

```
function **addTaskHeating**(b Building)

```

### addTaskMineResource()

```
function **addTaskMineResource**(s GameResourceSource, building Building)

```

### addTaskPickResource()

```
function **addTaskPickResource**(s GameResourceSource)

```

### addTaskPlayAnimation()

```
function **addTaskPlayAnimation**(animationName string, fromStart boolean)

```

### addTaskPlayAnimationOnce()

```
function **addTaskPlayAnimationOnce**(animationName string, sound string)

```

### addTaskRemoveResourceFromBuilding()

```
function **addTaskRemoveResourceFromBuilding**(b Building, strType string, count number)

```

### addTaskRepair()

```
function **addTaskRepair**(b Building, time number)

```

### addTaskReserveLiveObject()

```
function **addTaskReserveLiveObject**(liveObject **LiveObject**, reserve boolean)

```

### addTaskReservePlantCell()

```
function **addTaskReservePlantCell**(b Building, cellNum number, bAddReserve boolean)

```

### addTaskResetHint()

```
function **addTaskResetHint**()

```

### addTaskRetrieveFromStorage()

```
function **addTaskRetrieveFromStorage**(uid UID, resType string, count number)

```

### addTaskRotate()

```
function **addTaskRotate**(dir Vector2)

```

### addTaskScript()

```
function **addTaskScript**(name, data)

```

### addTaskSetHint()

```
function **addTaskSetHint**(hint string)

```

### addTaskStand()

```
function **addTaskStand**(time number)

```

### addTaskWait()

```
function **addTaskWait**(time number)

```

### addTaskWalkTo()

```
function **addTaskWalkTo**(pos Vector2, animation string, finishRadius number, maxDistToEnd number)

```

### addTaskWalkToLiveObject()

```
function **addTaskWalkToLiveObject**(obj **LiveObject**, animation string, workRadiusCorrect boolean)

```

### addTaskWork()

```
function **addTaskWork**(time number, animation string, sound string)

```

### attachModel()

```
function **attachModel**(name string, pathToPrefab string)

```

### canDeposit()

```
function **canDeposit**(resources table) -> boolean

```

### canDepositResource()

```
function **canDepositResource**(type string, count number) -> boolean

```

### canWalk()

```
function **canWalk**(toPos Vector2, maxDistToEndPoint number) -> boolean

```

### canWalkToBuilding()

```
function **canWalkToBuilding**(b)

```

### canWalkToPivot()

```
function **canWalkToPivot**(pos)

```

### canWalkToPoint()

```
function **canWalkToPoint**(pos)

```

### canWalkToPointWithRadius()

```
function **canWalkToPointWithRadius**(pos, r)

```

### changePrefab()

```
function **changePrefab**(prefab string)

```

### clearAllTasks()

```
function **clearAllTasks**()

```

### clearStorage()

```
function **clearStorage**()

```

### damage()

```
function **damage**(damageValue number, attackerUID UID, buildingUID UID)

```

### deposit()

```
function **deposit**(resources table) -> boolean

```

### depositResource()

```
function **depositResource**(type string, count number) -> boolean

```

### dropHouse()

```
function **dropHouse**()

```

### eat()

```
function **eat**(satiety number, foodType string)

```

### exitBuilding()

```
function **exitBuilding**()

```

### findRandomWalkPos()

```
function **findRandomWalkPos**(r number, minLen number, maxLen number) -> Vector2

```

### getResourceCount()

```
function **getResourceCount**(type string) -> number

```

### getWork()

```
function **getWork**(dt number) -> number

```

### goTo()

```
function **goTo**(pos)

```

### goToBuilding()

```
function **goToBuilding**(b)

```

### goToBuildingOptimized()

```
function **goToBuildingOptimized**(b)

```

### goToBuildingOptimizedWithAnimation()

```
function **goToBuildingOptimizedWithAnimation**(b, animation)

```

### goToBuildingWithAnimation()

```
function **goToBuildingWithAnimation**(b, animation)

```

### goToPivot()

```
function **goToPivot**(pos)

```

### goToPivotWithAnimation()

```
function **goToPivotWithAnimation**(pos, animation)

```

### goToResourceSource()

```
function **goToResourceSource**(pos, animation)

```

### goToWithAnimation()

```
function **goToWithAnimation**(pos, animation)

```

### haveBuff()

```
function **haveBuff**(name string) -> boolean

```

### haveImportantTask()

```
function **haveImportantTask**() -> boolean

```

### haveTasks()

```
function **haveTasks**() -> boolean

```

### initDieStatus()

```
function **initDieStatus**()

```

### isInsideBuilding()

```
function **isInsideBuilding**(bld Building) -> boolean

```

### onNewAge()

```
function **onNewAge**()

```

### playAnim()

```
function **playAnim**(animName string, fromStart boolean)

```

### playAnimOnce()

```
function **playAnimOnce**(animName string)

```

### playSound()

```
function **playSound**(pathToFile string)

```

### rand()

```
function **rand**(min number, max number) -> number

```

### randReset()

```
function **randReset**()

```

### removeAllModels()

```
function **removeAllModels**()

```

### removeModel()

```
function **removeModel**(name string)

```

### reserve()

```
function **reserve**() -> boolean

```

### resetHouse()

```
function **resetHouse**()

```

### resetTextHint()

```
function **resetTextHint**()

```

### retrieve()

```
function **retrieve**(resources table) -> boolean

```

### retrieveResource()

```
function **retrieveResource**(type string, count number) -> boolean

```

### rotateTo()

```
function **rotateTo**(toDir Vector2, dt number) -> boolean

```

### setInsideHouse()

```
function **setInsideHouse**(uid UID)

```

### setResourceCount()

```
function **setResourceCount**(type string, count number)

```

### teleportTo()

```
function **teleportTo**(pos Vector2)

```

### unreserve()

```
function **unreserve**() -> boolean

```

### updateChildbearingTimer()

```
function **updateChildbearingTimer**(dt number)

```