public class LimbBehaviour
Inherits MonoBehaviour
, Messages.IShot
, Messages.IExitShot
, Messages.ISlice
, Messages.IDamage
, Messages.IOnEMPHit
, Messages.IWaterImpact
, IManagedBehaviour
[RequireComponent(typeof(Rigidbody2D), typeof(SkinMaterialHandler), typeof(CirculationBehaviour))]
No description provided
Nested types
Fields
public ConnectedNodeBehaviour NodeBehaviour
[SkipSerialisation]
A reference to the node behaviour. This object is part of the system that is responsible for deciding connectedness.
public BodyPart RoughClassification
[SkipSerialisation]
This enum roughly represents what bodypart this is
public SkinMaterialHandler SkinMaterialHandler
[SkipSerialisation]
[HideInInspector]
No description provided
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
[HideInInspector]
No description provided
public CirculationBehaviour CirculationBehaviour
[SkipSerialisation]
[HideInInspector]
No description provided
public PersonBehaviour Person
[SkipSerialisation]
[HideInInspector]
No description provided
public HingeJoint2D Joint
[SkipSerialisation]
[HideInInspector]
No description provided
public Collider2D Collider
[SkipSerialisation]
[HideInInspector]
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public Bounds[] VitalParts
[SkipSerialisation]
No description provided
public ParticleSystem KillShotParticles
[SkipSerialisation]
No description provided
public float GForcePassoutThreshold
[SkipSerialisation]
Amount of g-force necessary for the entity to start losing consciousnessThis has to be greater than GForceDamageThreshold
public float GForceDamageThreshold
[SkipSerialisation]
Amount of g-force necessary for the entity to start taking damage.This has to be greater than GForcePassoutThreshold
public bool KillShotParticlesEmitted
[HideInInspector]
No description provided
public GripBehaviour GripBehaviour
[SkipSerialisation]
[HideInInspector]
No description provided
public List<LimbBehaviour> ConnectedLimbs
[Header("Settings")]
[SkipSerialisation]
No description provided
public float Vitality
[Space]
No description provided
public float InitialHealth
[HideInInspector]
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public bool HasBrain
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public float FreezingTemperature
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public float DiscomfortingHeatTemperature
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public float RegenerationSpeed
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public float ImpactPainMultiplier
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public float ImpactDamageMultiplier
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public float BreakingThreshold
No description provided
public float BaseStrength
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public float FakeUprightForce
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public float BodyTemperature
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public float ShotDamageMultiplier
No description provided
public bool DoStumble
No description provided
public bool IsLethalToBreak
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public bool DoBalanceJerk
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public float ExplodeLiquidAmount
[System.Obsolete]
No description provided
public DecalDescriptor BloodDecal
[SkipSerialisation]
No description provided
public float BloodMuscleStrengthRatio
No description provided
public float BalanceMuscleMovement
[ShowIf(nameof(DoBalanceJerk))]
No description provided
public float Health
[Header("Status")]
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public float Numbness
[ReadOnly]
No description provided
public bool IsAndroid
No description provided
public bool IsZombie
[ReadOnly]
No description provided
public bool HasJoint
[ReadOnly]
No description provided
public bool Broken
[ReadOnly]
No description provided
public bool Frozen
[ReadOnly]
No description provided
public bool IsDismembered
[ReadOnly]
No description provided
public string SpeciesIdentity
[SkipSerialisation]
No description provided
public string BloodLiquidType
[SkipSerialisation]
No description provided
public LimbBehaviour NearestLimbToBrain
[SkipSerialisation]
No description provided
public int DistanceToBrain
[SkipSerialisation]
No description provided
public float InternalExternalTemperatureTransferRate
[SkipSerialisation]
[System.Obsolete]
[HideInInspector]
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public float InternalToExternalTempTransferRate
[SkipSerialisation]
No description provided
public float ExternalToInternalTempTransferRate
[SkipSerialisation]
No description provided
public float InternalTemperature
[HideInInspector]
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public bool IsActiveInCurrentPose
[HideInInspector]
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public float FrictionBurnWoundMinSpeedSqrd
[SkipSerialisation]
No description provided
public float BodyHeatProductionFactor
[SkipSerialisation]
No description provided
public float randomOffset
[HideInInspector]
[SkipSerialisation]
No description provided
public ushort BruiseCount
[HideInInspector]
No description provided
public const float DrownTimeInSeconds
No description provided
Constant value: 40
public GameObject LimbStatus
[SkipSerialisation]
No description provided
public ShatteredObjectSpriteInitialiser ShatteredObjectGenerators
[SkipSerialisation]
Reference to the components responsible for creating the crushed gore parts of this object. Caution! This can be null!
public float ShatteredObjectChance
Chance for this limb to actually shatter on crush
public bool ImmuneToDamage
No description provided
public bool HasLungs
No description provided
public bool LungsPunctured
No description provided
float shotHeat
No description provided
public float RegenerateBurnProgressSpeed
[SkipSerialisation]
No description provided
public List<GameObject> DestroyWith
[HideInInspector]
No description provided
public float[] StrengthMultipliers
[HideInInspector]
No description provided
Properties
public bool IsOnFloor { get; set; }
[SkipSerialisation]
No description provided
public bool IsParalysed
[SkipSerialisation]
No description provided
public float JointStress { get; private set; }
[SkipSerialisation]
No description provided
public Vector2 OriginalJointLimits { get; set; }
[SkipSerialisation]
No description provided
public bool IsCapable { get; }
[SkipSerialisation]
No description provided
public bool IsConsideredAlive
[SkipSerialisation]
No description provided
public float MotorStrength { get; }
[SkipSerialisation]
No description provided
public Color Color { get; set; }
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Methods
public Liquid GetOriginalBloodType()
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public void ManagedFixedUpdate()
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public void ManagedUpdate()
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public void BreakBone()
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public void HealBone()
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public void InfluenceMotorSpeed(float value, float influence = 0.5f)
No description provided
public void Damage(float damage)
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public void Shot(Shot shot)
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public void ExitShot(Shot shot)
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public void WaterImpact(float magnitude)
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public void Wince(float intensity = 1f)
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public void OnEMPHit()
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public bool IsWorldPointInVitalPart(Vector2 worldPoint, float mindistance = 4f / 35)
No description provided
public void Stabbed(Stabbing stab)
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public void Slice()
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public void Crush()
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public void StunImpact()
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public void OnDestroy()
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public void ManagedLateUpdate()
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public bool ShouldUpdate()
No description provided