public class SkinMaterialHandler
Inherits MonoBehaviour
, Messages.IStabbed
, Messages.IOnAfterDeserialise
Controls limb appearance.
Fields
public new SpriteRenderer renderer
[SkipSerialisation]
[ReadOnly]
No description provided
public LimbBehaviour limb
[SkipSerialisation]
[ReadOnly]
No description provided
public bool BluntDamageRegen
[SkipSerialisation]
No description provided
public bool GunshotDamageRegen
[SkipSerialisation]
No description provided
public bool BurnWoundRegen
[SkipSerialisation]
No description provided
public bool TrackWoundAge
[SkipSerialisation]
No description provided
public SkinMaterialHandler[] adjacentLimbs
[SkipSerialisation]
No description provided
public bool ShouldRecolourWhenCold
No description provided
public bool ShouldGlowWhenHot
No description provided
public int MaxGlowTemperature
No description provided
public int MinFreezeTemperature
No description provided
public Vector4[] damagePoints
[HideInInspector]
No description provided
public float[] damagePointTimeStamps
[HideInInspector]
No description provided
public int currentDamagePointCount
[HideInInspector]
No description provided
public float intensityMultiplier
No description provided
public bool ShouldRot
[SkipSerialisation]
[HideInInspector]
No description provided
public Vector4[] bulletHolePoints
[SkipSerialisation]
[HideInInspector]
[System.Obsolete]
Remnant of 1.23 and older
Properties
public bool IsSkinVisible
[SkipSerialisation]
No description provided
public bool IsFleshVisible
[SkipSerialisation]
No description provided
public float RottenProgress { get; set; }
No description provided
public float AcidProgress { get; set; }
No description provided
Methods
public void OnAfterDeserialise(List<GameObject> gameObjects)
No description provided
public void AddDamagePoint(DamageType type, Vector2 globalPosition, float intensity)
Add a damage point to the limb. See DamagePoint
. Note that intensity can range from 0 to 100, and will be clamped down to these values
public void ImpactDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false)
[System.Obsolete]
No description provided
public void ShotDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false)
[System.Obsolete]
No description provided
public void Sync()
No description provided
public void ClearAllDamage()
No description provided
public void Stabbed(Stabbing stabbing)
No description provided