public class PersonBehaviour
Inherits AliveBehaviour
, Messages.IShot
No description provided
Fields
public LimbBehaviour[] Limbs
[SkipSerialisation]
[HideInInspector]
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public float Consciousness
[ProgressBar("Consciousness", 1f, EColor.Blue)]
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public float ShockLevel
[ProgressBar("Shock", 1f, EColor.Orange)]
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public float PainLevel
[ProgressBar("Pain", 1f, EColor.Red)]
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public float AdrenalineLevel
[ProgressBar("Adrenaline", 1f, EColor.Violet)]
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public float OxygenLevel
[ProgressBar("Oxygen", 1f, EColor.White)]
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public GameObject BloodExplosionPrefab
[Space]
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public GameObject BleedingParticlePrefab
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public List<RagdollPose> Poses
[Space]
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public RagdollPose ActivePose
[HideInInspector]
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public float AngleOffset
[HideInInspector]
[SkipSerialisation]
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public float GlobalRigidityMultiplier
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public int OverridePoseIndex
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public Dictionary<PoseState, RagdollPose> LinkedPoses
[HideInInspector]
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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]
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public AudioClip[] BoneBreakClips
[SkipSerialisation]
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public bool RandomisedSize
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public bool CountDeathAsStat
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public bool HasAlreadyBeenDeadOnce
[HideInInspector]
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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; }
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public float AverageHealth { private set; get; }
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public float AverageSpeed { private set; get; }
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public float AverageAngle { private set; get; }
[System.Obsolete]
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public float AverageFireIntensity { private set; get; }
[SkipSerialisation]
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public float AverageWetness { private set; get; }
[SkipSerialisation]
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public bool IsTouchingFloor { private set; get; }
[SkipSerialisation]
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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")]
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public void InitialiseAllPoses()
[ContextMenu("Initialise all poses")]
[Button("Initialise all poses")]
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public void SetPose(RagdollPose pose)
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public void AddPain(float intensity)
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public void Shot(Shot shot)
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public void Wince(float i = 150)
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public override bool IsAlive()
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public void SetBodyTextures(Texture2D skin, Texture2D flesh = null, Texture2D bone = null, float scale = 1)
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public void SetBruiseColor(byte red, byte green, byte blue)
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public void SetSecondBruiseColor(byte red, byte green, byte blue)
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public void SetThirdBruiseColor(byte red, byte green, byte blue)
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public void SetBloodColour(byte red, byte green, byte blue)
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public void SetRottenColour(byte red, byte green, byte blue)
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