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

LimbBehaviour.BodyPart

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]

No description provided


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]

No description provided


public bool HasBrain

No description provided


public float FreezingTemperature

No description provided


public float DiscomfortingHeatTemperature

No description provided


public float RegenerationSpeed

No description provided


public float ImpactPainMultiplier

No description provided


public float ImpactDamageMultiplier

No description provided


public float BreakingThreshold

No description provided


public float BaseStrength

No description provided


public float FakeUprightForce

No description provided


public float BodyTemperature

No description provided


public float ShotDamageMultiplier

No description provided


public bool DoStumble

No description provided


public bool IsLethalToBreak

No description provided


public bool DoBalanceJerk

No description provided


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")]

No description provided


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]

No description provided


public float InternalToExternalTempTransferRate

[SkipSerialisation]

No description provided


public float ExternalToInternalTempTransferRate

[SkipSerialisation]

No description provided


public float InternalTemperature

[HideInInspector]

No description provided


public bool IsActiveInCurrentPose

[HideInInspector]

No description provided


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; }

No description provided


Methods

public Liquid GetOriginalBloodType()

No description provided


public void ManagedFixedUpdate()

No description provided


public void ManagedUpdate()

No description provided


public void BreakBone()

No description provided


public void HealBone()

No description provided


public void InfluenceMotorSpeed(float value, float influence = 0.5f)

No description provided


public void Damage(float damage)

No description provided


public void Shot(Shot shot)

No description provided


public void ExitShot(Shot shot)

No description provided


public void WaterImpact(float magnitude)

No description provided


public void Wince(float intensity = 1f)

No description provided


public void OnEMPHit()

No description provided


public bool IsWorldPointInVitalPart(Vector2 worldPoint, float mindistance = 4f / 35)

No description provided


public void Stabbed(Stabbing stab)

No description provided


public void Slice()

No description provided


public void Crush()

No description provided


public void StunImpact()

No description provided


public void OnDestroy()

No description provided


public void ManagedLateUpdate()

No description provided


public bool ShouldUpdate()

No description provided


Attention!

This member is obsolete and should not be used. It is a remnant from the past.

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