public class PersonBehaviour

Inherits AliveBehaviour, Messages.IShot

No description provided

Fields

public LimbBehaviour[] Limbs

[SkipSerialisation] [HideInInspector]

No description provided


public float Consciousness

[ProgressBar("Consciousness", 1f, EColor.Blue)]

No description provided


public float ShockLevel

[ProgressBar("Shock", 1f, EColor.Orange)]

No description provided


public float PainLevel

[ProgressBar("Pain", 1f, EColor.Red)]

No description provided


public float AdrenalineLevel

[ProgressBar("Adrenaline", 1f, EColor.Violet)]

No description provided


public float OxygenLevel

[ProgressBar("Oxygen", 1f, EColor.White)]

No description provided


public GameObject BloodExplosionPrefab

[Space] [SkipSerialisation]

No description provided


public GameObject BleedingParticlePrefab

[SkipSerialisation]

No description provided


public List<RagdollPose> Poses

[Space] [SkipSerialisation]

No description provided


public RagdollPose ActivePose

[HideInInspector]

No description provided


public float AngleOffset

[HideInInspector] [SkipSerialisation]

No description provided


public float GlobalRigidityMultiplier

No description provided


public int OverridePoseIndex

No description provided


public Dictionary<PoseState, RagdollPose> LinkedPoses

[HideInInspector]

No description provided


public float Heartbeat

[SkipSerialisation]

Heartbeat as decided by the maximum value return by each limb's CirculationBehaviour.GetHeartRate


public Material DefaultMaterial

[SkipSerialisation] [FormerlySerializedAs("DefaultMateral")]

Limb material to choose when the legacy gore user setting is disabled. Fallback to default if null


public Material LegacyMaterial

[SkipSerialisation]

Limb material to choose when the legacy gore user setting is enabled. Fallback to default if null


public Material GorelessMaterial

[SkipSerialisation]

Limb material to choose when the goreless user setting is enabled. Fallback to default sprite if null


public GameObject PoolableImpactEffect

[SkipSerialisation]

Effect to request from the pool if this object was shot with its uppemost 2 layers still visible (not just skeleton). Can be null.


public float ImpactEffectShotDamageThreshold

[SkipSerialisation]

Shot damage necessary to potentially create the impact effect PoolableImpactEffect


public AudioClip[] DismembermentClips

[SkipSerialisation]

No description provided


public AudioClip[] BoneBreakClips

[SkipSerialisation]

No description provided


public bool RandomisedSize

No description provided


public bool CountDeathAsStat

No description provided


public bool HasAlreadyBeenDeadOnce

[HideInInspector]

No description provided


public bool Braindead

Is the brain still working? Returns false if it isn't.


public bool BrainDamaged

Has the being sustained a permanent brain injury?


public float BrainDamagedTime

[HideInInspector]

Amount


public float SeizureTime

[HideInInspector]

Current seizure intensity


public float DesiredWalkingDirection

When set to a non-zero value, the entity will start walking to left or right, depending on the sign. This won't do anything if the entity is phyiscally incapable. This value automatically approaches 0 over time, so if you want the entity to keep moving you have to continually set this value.


Properties

public float BalanceOffset { private set; get; }

[SkipSerialisation]

No description provided


public float AverageHealth { private set; get; }

[SkipSerialisation]

No description provided


public float AverageSpeed { private set; get; }

[SkipSerialisation]

No description provided


public float AverageAngle { private set; get; }

[System.Obsolete]

No description provided


public float AverageFireIntensity { private set; get; }

[SkipSerialisation]

No description provided


public float AverageWetness { private set; get; }

[SkipSerialisation]

No description provided


public bool IsTouchingFloor { private set; get; }

[SkipSerialisation]

No description provided


public Material ChosenMaterial

The actual limb material determined by the Gore shader / Goreless setting. Can be null.


Methods

public void CreatePose()

[ContextMenu("Create new pose")] [Button("Create new pose")]

No description provided


public void InitialiseAllPoses()

[ContextMenu("Initialise all poses")] [Button("Initialise all poses")]

No description provided


public void SetPose(RagdollPose pose)

No description provided


public void AddPain(float intensity)

No description provided


public void Shot(Shot shot)

No description provided


public void Wince(float i = 150)

No description provided


public override bool IsAlive()

No description provided


public void SetBodyTextures(Texture2D skin, Texture2D flesh = null, Texture2D bone = null, float scale = 1)

No description provided


public void SetBruiseColor(byte red, byte green, byte blue)

No description provided


public void SetSecondBruiseColor(byte red, byte green, byte blue)

No description provided


public void SetThirdBruiseColor(byte red, byte green, byte blue)

No description provided


public void SetBloodColour(byte red, byte green, byte blue)

No description provided


public void SetRottenColour(byte red, byte green, byte blue)

No description provided


Attention!

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

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