Inherits MonoBehaviour.
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void | InitMuscleState () |
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void | InitPendants () |
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void | InitWeapons () |
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void | Teleport (Vector3 pos, Vector3 dir) |
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void | ResetRole () |
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void | ProtectRagdollCCDForAWhile (float protectSec=0.5f) |
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void | DetectPassThroughWalls (System.Action< FullBodyMuscleState, Rigidbody > onPassWall, float wallDis=10, float sec=4) |
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bool | IsWeakPart (string name) |
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void | CloseWeakPoints () |
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MuscleArmor | GetArmor (string muName) |
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Dictionary< string, MuscleArmor > | GetArmors () |
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bool | HasArmor (MuscleState state) |
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bool | IsArmor (MuscleState state, Collider col) |
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void | AddArmor (RagdollMuscle mu, MuscleArmor armor) |
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bool | IsBrokenArmors (GameObject go) |
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void | RemoveArmor (RagdollMuscle mu, bool playSound=false) |
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bool | ReduceArmorHp (RagdollMuscle mu, float mlp) |
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void | SetArmorCollidersEnable (bool e) |
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float | PlayDeathAnim () |
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void | PlayDeathSound () |
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bool | IsPlayingKO () |
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void | DoKnockout () |
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void | DoKnockout (RagdollMuscle mu, Vector3 force) |
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void | DoKnockoutReact (RagdollMuscle mu, Vector3 force, bool stab=false) |
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void | KnockoutWithAnim (RagdollMuscle mu, Vector3 force, bool stab=false) |
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bool | KeepKnocking (RagdollMuscle mu, Vector3 force) |
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MuscleState | GetMuscleStateFromProfile (string name) |
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MuscleState | GetMuscleState (RagdollMuscle mu) |
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MuscleState | GetMuscleState (string muscleName) |
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void | BuildCollisionState (RagdollMuscle mu) |
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void | RemoveState (RagdollMuscle mu) |
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bool | IsDissy () |
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void | RecoverDizzy () |
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void | EnterDizzy (float len=0.3f) |
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void | DizzyToKnockout () |
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void | UpdateDizzyInCombat () |
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void | IgnoreThisPu (PhysicsUnit pu, float ct) |
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bool | ShouldIgnoreThisPu (PhysicsUnit pu) |
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bool | IsThrown () |
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void | DoThrowing (float sec=2) |
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void | StopThrowing () |
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bool | IsNoFreezeSource () |
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void | AddFreezeSource (bool a) |
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bool | IsFreezeRecently () |
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bool | IsFreeze () |
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void | EnableFreeze (bool e, RagdollMuscle mu=null) |
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void | UnFreezeAgain (float sec, RagdollMuscle mu=null) |
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void | PushMuscle (RagdollMuscle mu, PhysicsUnit src, float extraTime=0) |
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void | MarkPushMuscleSrc (RagdollMuscle mu, PhysicsUnit src) |
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bool | IsPushingMuscle (PhysicsUnit pu) |
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bool | IsAlreadyBeingPush (RagdollMuscle mu) |
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void | TickPushedMuscle () |
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RagdollMuscle | GetStabbedRagdollMuscle (StabObject.StabInfo si) |
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bool | IsStabbedBy (StabObject so) |
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void | ClearAllStab () |
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void | ClearAllAttachs () |
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void | MakeAllStabLoose () |
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void | LockStab (bool lockStab) |
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bool | IsStabed () |
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bool | IsStabedAsGrab () |
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bool | IsStabbedBy (PhysicsUnit pu) |
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bool | IsCuted () |
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void | CutRagdoll (Plane plane) |
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bool | IsGrab () |
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bool | IsMuscleGrabbed (string muName) |
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bool | IsMuscleGrabbed (RagdollMuscle mu) |
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void | ClearGrabMuscles () |
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void | DoBodyGrab (RagdollMuscle mu, bool g) |
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bool | IsPowerfulCharacter () |
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bool | IsLivingCreature () |
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bool | IsUnknockable () |
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void | UpdateCollisionRelationshipWithStabObject (StabObject so, Collider[] cols, bool ignore) |
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bool | IsBodyPartEffectEnabled () |
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void | EnabldBodyPartEffect (bool e) |
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string[] | PickBlockAnims (int handIndex, Vector3 forceDir) |
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string[] | GetBlockAnims (ActionCombatData combatData) |
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void | SetHitPos (Vector3 hitpos, Vector3 dir) |
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bool | IsHitLately () |
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Vector3 | GetHitDir () |
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Vector3 | GetHitPos () |
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float | GetStiffLen () |
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void | DoStiff (float diff) |
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bool | IsStiffing () |
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void | SetFootCollision (bool c) |
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void | TightWrist (bool t=false) |
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bool | IsBeingGrabed () |
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bool | CalcFastestRelatedHandSpeed (out InteractHand fh) |
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bool | IsDoingAction () |
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bool | CanNotDoAction () |
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bool | CanDoAction () |
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void | ProtectForAWhile (float sec=0.5f) |
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void | ProtectUntilGrounded (float sec=3f) |
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void | TickCollisionRecord () |
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void | TickStayCollision (float ct) |
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delegate void | DamageModifier (FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) |
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void | CalcDamageEnv (RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) |
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void | CalcDamage (RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel, PhysicsUnit otherPU=null) |
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void | ApplyDamageEffect (DamageEffectData dmgEffectData, bool hurt) |
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float | ApplyDamageHit (DamageHitData dmgHitData) |
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static float | CalcRelaVelFactor (float relaVec) |
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static float | GetHitAnimPob (InteractBase ib) |
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static void | PlayDeadEffect (Vector3 pos, Quaternion rot) |
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static bool | IsForwardPartOfWeapon (InteractBase weapon, Vector3 point, float zFactor=0.35f) |
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static void | InstallBuildInDamageModifier () |
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static void | BuildInDamageAfterModifier (FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) |
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static void | BuildInBlockModifier (FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) |
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static void | BuildInGeneralModifier (FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) |
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static void | BuildInEnvModifier (FullCharacterControl fc, RagdollMuscle mu, Collider thisCol, Rigidbody otherRB, Collider otherCol, Vector3 point, Vector3 normal, Vector3 relaVel) |
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static void | PlayContactSound (Vector3 pos, float force) |
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const float | VelPassMini = 0.1f |
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const float | VelPassAway = 0.25f |
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const float | VelFactorMin = 0.1f |
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const float | VelFactorMax = 10f |
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const float | MinVel = 1f |
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const float | VelFactorVeryEasy = VelFactorEasy / 2f |
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const float | VelFactorEasy = 0.34f |
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const float | VelFactorNormal = 0.4f |
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const float | VelFactorFast = 0.45f |
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const float | VelFactorVeryFast = 1f |
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const float | AccFactorFast = 100 |
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const float | AccFactorFastSqrt = AccFactorFast * AccFactorFast |
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const float | AccFactorFastest = 800 |
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const float | AccFactorFastestSqrt = AccFactorFastest * AccFactorFastest |
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const float | AffectConDis = 0.16f |
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const float | StaticConDis = 0.04f |
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const float | SWING_SPEED_FAST = 6f |
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const float | SWING_SPEED_FAST_SQRT = SWING_SPEED_FAST * SWING_SPEED_FAST |
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static Dictionary< InteractBase.HeavyLevel, float > | HeavyLevel2HitAnimPob |
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static string | deadEffect = "DeadEffect" |
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static string[] | deadEffectSounds |
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static bool | TryStayStab = false |
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static bool | TryStaySlice = false |
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static List< DamageModifier > | Phase1Modifier = new List<DamageModifier>() |
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static List< DamageModifier > | Phase2Modifier = new List<DamageModifier>() |
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static List< DamageModifier > | Phase3Modifier = new List<DamageModifier>() |
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static DamageBasicData | dmgBasicData = new DamageBasicData() |
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static DamageHitData | dmgHitData = new DamageHitData() { basicData = dmgBasicData } |
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static DamageEffectData | dmgEffectData = new DamageEffectData() { basicData = dmgBasicData } |
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