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Vector3 | GetLastVelocity () |
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Vector3 | GetLocalVelocity () |
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void | TapWeaponHangingTime () |
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bool | IsWeaponHanging () |
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void | MulplyDurabulity (float mlp) |
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int | GetDuralityMax () |
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bool | StillHasEngouthDurability () |
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string | GetDuralityDisplay () |
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void | CostDurability (int cost=1, bool costByUsing=true) |
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bool | IsBrokwnWarning () |
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void | EnterBrokenReady () |
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void | StopToDestroy () |
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void | MarkRecovery () |
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int | GetRevDurability () |
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int | GetPredictDurability () |
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void | SetRecovery () |
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void | Clear () |
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override void | Dead (bool destroy=true) |
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AIProxy | GetLatestHolder () |
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void | SetLatestHolder (AIProxy aIProxy) |
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bool | IsHeldByNpc () |
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AIProxy | GetHolder () |
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InteractTrigger | GetInteractTrigger () |
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bool | ShouldBeKeepHolding (InteractHand hand) |
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XftWeapon.XWeaponTrail | GetWeaponTrail () |
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void | SetAsNoTrail () |
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void | ActivateTrail (bool a, Color c) |
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bool | IsAttachedByFC () |
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bool | HasDisableAtkMark () |
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void | MarkAtkDisableForAWhile () |
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void | ClearDisableAtkmark () |
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bool | IsChargedThrown () |
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void | MarkChargedThrownAssist (bool t) |
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void | MarkThrowAssist (float offset=0) |
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bool | IsThrowAssist (float assistSec=0.5f) |
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bool | IsThrowAssistGrab (float assistSec=0.5f) |
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void | ClearThrowAssistGrab () |
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void | ClearThrowAssist () |
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void | MarkThrowAssistByNpc (float offset=0) |
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bool | IsThrowAssistByNpc (float assistSec=1f) |
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void | ClearThrowAssistByNpc () |
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override void | OnAttachBuild (PhysicsUnit pu, ConfigurableJoint joint, Rigidbody part) |
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override void | OnAttachBreak (PhysicsUnit pu, ConfigurableJoint joint, Rigidbody part) |
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bool | IsStrongPart (Vector3 point) |
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void | SetHeavyLevel (HeavyLevel hl) |
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HeavyLevel | GetHeavyLevel () |
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InteractHand | GetPrimaryHand () |
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InteractHand | GetSecondaryHand () |
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void | DisableGrab () |
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void | EnableGrab () |
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bool | IsGrabbed () |
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void | BoostInertia (bool b) |
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bool | IsJustLeave () |
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void | MarkLeave (float offset=0) |
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bool | IsTightByStab () |
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void | EnableRecoil (float recoilValue=0.25f, float sec=0.2f) |
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void | EnableRecoil (float linearRecoilValue, float angularRocoilValue, float sec) |
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void | SetTight (bool tie) |
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bool | GetHandPower () |
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float | GetHandPowerFactor () |
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float | GetHandHitFactor () |
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float | GetHandRecoilFactor () |
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float | GetHandBreakDefFactor () |
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float | GetKOFactor () |
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void | SetHandLinearDrive (float factor=1) |
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void | SetHandPower (bool hi, bool skipCacheCheck=false, float extraFactor=1) |
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virtual void | OnCallBegin (InteractHand hand) |
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virtual void | OnCallEnd () |
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virtual void | OnCall (InteractHand hand, float progress) |
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virtual void | OnGrab (InteractHand hand, AttachObj attach) |
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virtual void | OnUnGrab (InteractHand hand, AttachObj attach) |
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void | SetRBColLevel (bool hi) |
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void | SetTwoHandEnable (bool e) |
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void | UpdateTwoHandOrder () |
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virtual void | OnDrop (bool d) |
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virtual void | DropUpdate () |
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bool | HasEnoughHand () |
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bool | CanBeGrab () |
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void | SetHolderCollision (InteractCharacter player, bool body, bool right, bool left, bool ignore, float delay=0) |
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string | GetName () |
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void | InitGazeDetail () |
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string | OnGazeShow (string info) |
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void | ShowGrabale (InteractHand hand) |
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int | GetGrabHandNum () |
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AttachObj | GetClosestAttachPoint (InteractHand hand, bool canGrab=true, float closestDisSqrt=10000) |
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int | GetAttachNum () |
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int | GetAttachIndex (AttachObj ato) |
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float | GetClosestDistance (InteractHand hand) |
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void | ShowHint (AttachPointQuad quad) |
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AttachPointQuad | CreateHint (Transform trans, Vector3 anchor) |
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void | HideHint (AttachPointQuad quad) |
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void | RemoveHint (AttachPointQuad quad) |
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void | ClearAllHints () |
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bool | IsSlotEquiped () |
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AttachObj | GetSlotMountPoint () |
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bool | IsSlotAttach (AttachObj attach) |
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InteractHand | GetSlotHand () |
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InteractHand | GetAssociatedHand () |
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bool | IsExistItemType (string type) |
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void | OnSlot (SlotTrigger slot) |
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void | OnUnSlot () |
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bool | IsEquipmentOverlap () |
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void | OnEquipmentOverlap (bool o) |
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void | EnableCollision (InteractBase ib, bool enable) |
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void | OnTrigger (AttachObj attach, bool t) |
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void | OnTriggerOnSlot (bool t) |
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void | AddPaintedEvent (System.Action cb) |
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void | Paint (Vector3 pos, Quaternion rot, float pressure=0.5f) |
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PaintIn3D.P3dPaintDecal | GetBloodDecal () |
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void | UpdateForgeLevel (int newForgeLevel) |
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void | UpgradeForceLevel () |
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void | UpgradeForgeLevelToMax () |
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string | GetEnhanceDesc () |
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bool | IsEnhance () |
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void | BeforeSaveData (SavePointMgr.WeaponSaveData data) |
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virtual void | OnSale () |
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virtual void | OnBuy () |
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bool | IsUnsold () |
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void | PlayAppearEffect () |
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void | SetDissolveEffect () |
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void | SetDissolveIntensity (float intensity) |
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void | RemoveDissolveEffect () |
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void | StopDissolveEffect () |
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bool | IsStaticScene () |
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bool | HasMovableRigidbody () |
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bool | IsScene () |
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virtual void | SetAttachable (bool b) |
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virtual bool | CanBeAttached () |
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List< PhysicsUnit > | GetAttachedList () |
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bool | IsAttached () |
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void | ClearAllAttachs () |
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PhysicsUnit | GetRootPu () |
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virtual Transform | GetPositionTransform () |
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Rigidbody[] | GetRBs (bool forceUpdate=false) |
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bool | ContainRB (Rigidbody rb) |
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void | ModifyMassCenter (Vector3 mcenter, float sec=0.2f) |
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float | GetTotalMass () |
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virtual void | ChangeVelocity (Vector3 vel) |
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virtual void | AddForceOnPart (Rigidbody part, Vector3 force, ForceMode fm=ForceMode.Impulse) |
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virtual void | AddTorqueOnPart (Rigidbody part, Vector3 torque, ForceMode fm=ForceMode.Impulse) |
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virtual void | AddForce (Vector3 force, ForceMode fm=ForceMode.Impulse) |
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virtual void | AddTorque (Vector3 torque, ForceMode fm=ForceMode.Impulse) |
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void | SetRBCols (bool col) |
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void | SetKinematic (bool kine) |
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void | DisableGravityAWhile (float sec=0.12f) |
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void | ClearDisableGravity () |
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Collider[] | GetCols (bool forceUpdate=false) |
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CollisionEffect | GetCollisionEffect () |
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CollisionEffect[] | GetCollisionEffects () |
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string | GetNameWithoutClone () |
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void | EnableCollisionEffectSensitive (bool s) |
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RagdollHitInfoRef | GetRagdollHitInfoRef () |
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RagdollHitInfoObj | GetRagdollHitInfoObj () |
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RagdollHitInfo | GetRagdollHitInfo () |
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StabObject | GetStabObject () |
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GazeObj | GetGazeObj () |
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virtual bool | IsDead () |
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virtual void | OnCollisionWithHitScan (Rigidbody rb, Collider col, Vector3 point, Vector3 normal, Vector3 relaVel) |
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virtual void | OnCull (TileBase tile) |
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virtual void | OnRetain (TileBase tile) |
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TileBase | GetCurrentEnterTile () |
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virtual bool | OnEnter (TileBase tile) |
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virtual bool | OnExit (TileBase tile) |
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virtual void | DoCull (TileBase tile) |
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virtual void | DoRetain (TileBase tile) |
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TileBase | CalcCurrentTile () |
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static string | GetNumValue (float num) |
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static void | ClearRecordData () |
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static List< PhysicsUnit > | GetTagedPhysicsUnit (Tagger.Tag t) |
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static void | FitInTagList (PhysicsUnit pu, bool fitIn) |
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static void | Reg (PhysicsUnit pu) |
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static void | RegTrans (PhysicsUnit pu, Transform trans) |
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static void | UnReg (PhysicsUnit pu) |
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static void | UnRegTrans (PhysicsUnit pu, Transform trans) |
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static void | RegAll (PhysicsUnit pu) |
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static void | UnRegAll (PhysicsUnit pu) |
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static PhysicsUnit | GetPhysicsUnit (Collider col, bool checkRoot=true) |
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static PhysicsUnit | GetPhysicsUnit (Transform trans, bool checkRoot=true) |
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static bool | IsSceneLayer (Transform trans) |
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static bool | IsScene (Collider col) |
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static PhysicsUnit | Query (Transform trans) |
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static List< PhysicsUnit > | QueryInRadiusTemp (Vector3 pos, float radius) |
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static List< PhysicsUnit > | QueryLogicTargetInRadiusTemp (Vector3 pos, float radius) |
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static bool | IsStaticScene (GameObject go) |
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