Inherits MonoBehaviour.
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void | Init () |
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void | ConfigGrabPose () |
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void | InitMakeup () |
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void | LateInit () |
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void | InitPendants () |
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void | RegAllParts () |
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| void | SetNearMeshForPaint (SkinnedMeshRenderer smr) |
| | setup specific to paint, so that our paint system no need to search again More...
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void | SetOverridePaintSize (Vector2 size) |
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void | SetOverridePaintSize (float radius, float rangeMin, float rangeMax) |
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void | SetOverridePaintSize (float radius) |
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void | DropOverridePaintSize () |
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void | Paint (PaintIn3D.P3dPaintDecal decalTexture, PaintIn3D.P3dPaintDecal decalGloss, PaintIn3D.P3dPaintDecal decalNormal, PaintIn3D.P3dPaintDecal decalBlood, Vector3 pos, Quaternion rot, bool randomAngle, float pressure=1, bool randomSize=true) |
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void | PaintTextureDecal (PaintIn3D.P3dPaintDecal decal, Vector3 pos, Quaternion rot, float pressure=1) |
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void | EnableWeaponIK (bool e) |
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void | DisableWeaponIK (bool wd) |
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bool | CanUpdateWeaponIK () |
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void | UpdateWeaponIK (Vector3 weaponPos, bool keep=false, bool weightLoosing=false) |
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void | ApplyWeaponIKResult () |
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void | ClearWeaponIKPos () |
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bool | IsDoingWeaponIK () |
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bool | IsBlockStop () |
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float | GetHitBlockTime () |
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void | OnBlock (Vector3 forceDir) |
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void | ClearWeaponOffset () |
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void | OnHit (string name, Vector3 force, Vector3 point, float factor) |
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bool | IsDismember () |
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void | InitDismember () |
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bool | IsCutable () |
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BodyFragment | GetBodyFragment (string muName) |
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BodyFragment | FindClosestFrag (Vector3 point) |
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BodyFragment | CheckHitDismemberPoint (string muName, Vector3 point, float cutRadiuMlp=1) |
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SkinnedMeshRenderer | GetSmrOfMuscle (string muName) |
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bool | Dismember (BodyFragment frag) |
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bool | BlowUp (BodyFragment frag, Vector3 direction, float force) |
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bool | BlowUp (BodyFragment frag) |
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void | FreezeEffect (bool f, bool local=false) |
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InteractBase | GetWeapon (string boneName) |
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void | SetWeaponCollisionEnableWith (Collider[] cols, bool e) |
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void | SetWeaponCollisionEnableWithSelf (bool e) |
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void | SetWeaponCollisionEffectEnable (bool e) |
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void | SetupEndBones () |
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bool | IsBreakableJoint (ConfigurableJoint joint) |
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void | DropWeapon () |
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void | OnReleaseInteract () |
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void | OpenDizzyGrabPoses (bool o, bool forceCheck=false) |
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void | EnableGrabLimit (bool e) |
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void | ClearGrab () |
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void | SetTearAdd (int num) |
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int | GetTearAdd () |
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bool | CouldNotTearPart () |
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bool | IsTear () |
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void | DoTearPart () |
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bool | CanBeTear (Rigidbody r1, Rigidbody r2) |
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bool | IsServer = true |
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System.Action< bool > | networkSetWeaponCollisionEffectAction |
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System.Action< int > | networkDismemberAction |
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System.Action< int > | networkBlowUpAction |
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System.Action< bool > | networkFreezeAction |
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RagdollAnim | ra |
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MotionDetector | motion |
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CharacterAnimation | anim |
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CharacterController | controller |
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CombatReactProfile | reactProfile |
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BodySpotSet | bodySpot |
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CharacterMakeUp | makeup |
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PaintIn3D.P3dPaintable | paintable |
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PaintIn3D.P3dPaintableTexture | paintTex |
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PaintIn3D.P3dPaintableTexture | paintNormal |
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PaintIn3D.P3dPaintableTexture | paintGloss |
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System.Action< int, Vector3 > | BreakDefendEvent |
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WeaponIKPose[] | weaponIKPose |
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float | blockStopTime = -1 |
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float | blockHitFactor = 0 |
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float[] | enterBlockStopPobs |
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float[] | eachPhaseLerpSpeed |
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HitReaction | hitReactIK |
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float | hitReactMlp = 1 |
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RagdollDismembermentVisual | dismember |
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Dictionary< string, List< BodyFragment > > | muscleCutoffMap = new Dictionary<string, List<BodyFragment>>() |
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bool | dropHoldingWeapons = true |
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List< InteractBasePendant > | pendants |
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InteractBase[] | dizzyGrabPoses |
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InteractBase[] | weapons |
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Transform[] | dieDetachBones |
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Transform[] | allDetachableBones |
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ConfigurableJoint[] | dieBreakableJoints |
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bool | enableTearPart = false |
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