public class ExplosiveBehaviour
Inherits MonoBehaviour
, Messages.IShot
, Messages.IOnFragmentHit
, Messages.IUse
No description provided
Fields
public float Range
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public float ShockwaveStrength
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public float Delay
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public uint FragmentationRayCount
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public float FragmentForce
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public float ShockwaveLiftForce
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public bool ArmOnAwake
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public bool DestroyOnExplode
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public bool DisintegrateOnExplode
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public bool ParticleEffectAndSound
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public float BurnPower
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public float TemperatureLimit
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public bool BigExplosion
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public bool ArmOnUse
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public int BallisticShrapnelCount
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public float AffectVictimTemperature
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public float ShotExplodeChance
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public bool ExplodesOnFragmentHit
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public float ImpactForceThreshold
[Tooltip("Negative means it doesnt")]
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public float ExplodeBurnProgressThreshold
[Tooltip("More than 1 means it doesnt")]
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public float DismemberChance
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public bool ShouldCreateKillzone
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public float MinChargeToExplode
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public GameObject Killzone
[SkipSerialisation]
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public GameObject VFXOverride
[SkipSerialisation]
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public GameObject UnderwaterVFXOverride
[SkipSerialisation]
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public bool CanExplodeMultipleTimes
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public LayerMask BlockingLayers
[SkipSerialisation]
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public UnityEvent OnExplode
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public UnityEvent OnArm
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public string Tag
[HideInInspector]
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Properties
public bool Armed { get; private set; }
[SkipSerialisation]
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Methods
public void Use(ActivationPropagation _)
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public void Activate()
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public void ForceImmediateExposion()
[System.Obsolete]
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public void ForceImmediateExplosion()
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public void Disarm()
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public void SetRange(float r)
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public void Shot(Shot shot)
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public void OnFragmentHit(float force)
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