EarthOrb

One of the three types of spell orbs currently able to be shot.

In the early versions of the game, it was the only type of orb being able to be shot.

The Earth Orb is tied to manipulating the environment by adding forces to them.

Advanced Stuff :
Inherits members from MonoBehaviour.

Unique Members:
 * Public
 * Methods
 * SetScript(Object) : Void
 * Reconnect : Void
 * Disconnect : Void
 * AddDebugUI : DebugUIOrb
 * DepleteMana(Single, Single, Single, Single, Single) : Void
 * TryDepleteMana(ManaCost) : Boolean
 * TryDepleteManaPerSecond(ManaCost, Single) : Boolean
 * DepleteEarthMana(Single) : Boolean
 * DepleteWaterMana(Single) : Boolean
 * DepleteFireMana(Single) : Boolean
 * DepleteAirMana(Single) : Boolean
 * Kill : Void
 * DepleteLifeMana(Single) : Boolean
 * AddEarthMana(Single) : Void
 * AddWaterMana(Single) : Void
 * AddAirMana(Single) : Void
 * AddFireMana(Single) : Void
 * AddLifeMana(Single) : Void
 * TryInsantiateOrb(ScriptType, PlayerOrbShoot+SpellDescriptor, OrbSpawner, PlayerOrbShoot, Vector3, Vector3, ScriptOrb ByRef, Single, Single, Single, Single, Single) : Boolean
 * RemoveOrb(ScriptOrb) : Void
 * Properties
 * Type : ScriptType
 * attachedToObject : GameObject
 * EarthMana : Single
 * WaterMana : Single
 * FireMana : Single
 * AirMana : Single
 * LifeMana : Single
 * LastFailedScriptType : ScriptType
 * Position : Vector3
 * useGUILayout : Boolean
 * enabled : Boolean
 * Fields
 * connection : PhysicalConnection
 * physicalConnectionLineRenderer : LineRenderer
 * physicalConnectionLineRendererToOwner : LineRenderer
 * drawConnectionToOwner : Boolean
 * connectionToOwnerOffset : Vector3
 * orbEntryHitParticle : GameObject
 * lowerSandSound : AudioClip
 * raiseSandSound : AudioClip
 * m_InterpolationBackTime : Double
 * m_ExtrapolationLimit : Double
 * owner : OrbSpawner
 * shooter : PlayerOrbShoot
 * trailRenderer : TrailRenderer
 * scriptName : String
 * generatedOrbs : HashSet`1
 * Private
 * Methods
 * UpdateOrb : Void
 * FixedUpdateOrb : Void
 * OnTriggerEnter(UnityEngine.Collider) : Void
 * distanceToPlayer : Single
 * distanceToOwner : Single
 * lockToPlayerRotation(Single) : Void
 * unlockToPlayerRotation : Void
 * breakPhysicalConnections : Void
 * createPhysicalConnection_RPC(NetworkViewID, Vector3) : Void
 * createPhysicalConnection(UnityEngine.Collider) : Void
 * pointAtPlayer : Void
 * pointAwayFromPlayer : Void
 * pointAtOwner : Void
 * pointAwayFromOwner : Void
 * disableOrbit : Void
 * orbitOwner(Single, Single) : Void
 * orbitPlayer(Single, Single) : Void
 * lowerSand(Boolean, Single) : Void
 * liftSand(Boolean, Single) : Void
 * LowerSandUpdate(Single, Single) : Boolean
 * LiftSandUpdate(Single, Single) : Void
 * dig(Single) : Void
 * lockRelativeTo(NetworkViewID) : Void
 * lockRelativeTo(UnityEngine.GameObject) : Void
 * lockPositionRelativeToOwner : Void
 * unlockPositionRelativeToOwner : Void
 * flattenRotationHorizontal : Void
 * flattenRotationVertical : Void
 * playerLookPoint : Vector3
 * turnToPlayerLookPoint : Void
 * makeChildOfPlayerLookOrb : Boolean
 * ClosestPointOnLine(Vector3, Vector3, Vector3) : Vector3
 * OnDestroy : Void
 * OnSerializeNetworkView(UnityEngine.BitStream, NetworkMessageInfo) : Void
 * UpdateNetworking : Void
 * StartOrb : Void
 * freezeCells(Boolean) : Void
 * heatCells(Boolean) : Void
 * destroySelf : Void
 * setTimeout(System.String, Single) : Void
 * setInterval(System.String, Single) : Void
 * ApiCall(System.String, System.Object[]) : Boolean
 * ApiCall(System.String, System.Object[], System.Object ByRef) : Boolean
 * CheckOwnerShooter : Void
 * setVelocity(Single) : Void
 * createOrb(System.String, Single) : Void
 * createOrb(System.String, Single, Single, Single, Single, Single) : Void
 * turnLeft(Single) : Void
 * turnUp(Single) : Void
 * turnRight(Single) : Void
 * turnDown(Single) : Void
 * AddOrb(NetworkViewID) : Void
 * Properties
 * Fields
 * isOrbitting : Boolean
 * orbitDistance : Single
 * orbitCurrentRotation : Single
 * orbitRotationalSpeed : Single
 * orbitRotationOffset : Quaternion
 * orbitOffset : Vector3
 * orbittingObject : OrbSpawner
 * localPositionToOwner : Vector3
 * lockRelativeToOwner : Boolean
 * localPositionToObject : Vector3
 * lockedPositionToObject : GameObject
 * lockedRelativeRotation : Quaternion
 * m_attachedToObject : GameObject
 * sandLowerAudioSource : AudioSource
 * power_lowerSandActivated : Boolean
 * sandRaiseAudioSource : AudioSource
 * power_lowerSandRadius : Single
 * power_liftSandActivated : Boolean
 * power_liftSandRadius : Single
 * distance : Single
 * lockedToRotation : Boolean
 * m_BufferedState : State[]
 * m_TimestampCount : Int32
 * script : Object
 * maxOrbSpeed : Single
 * lifeTime : Single
 * ownerID : NetworkViewID
 * shooterID : NetworkViewID
 * shouldDestroy : Boolean
 * dead : Boolean
 * earthMana : Single
 * waterMana : Single
 * fireMana : Single
 * airMana : Single
 * lifeMana : Single
 * lastFailedScriptType : ScriptType