Battle Talent  V11
Public Member Functions | Public Attributes | Static Public Attributes | Events | List of all members
CrossLink.RagdollReactAnimation Class Reference

Inherits MonoBehaviour.

Public Member Functions

void Init ()
 
void ConfigGrabPose ()
 
void InitMakeup ()
 
void LateInit ()
 
void InitPendants ()
 
void RegAllParts ()
 
void SetNearMeshForPaint (SkinnedMeshRenderer smr)
 setup specific to paint, so that our paint system no need to search again More...
 
void SetOverridePaintSize (Vector2 size)
 
void SetOverridePaintSize (float radius, float rangeMin, float rangeMax)
 
void SetOverridePaintSize (float radius)
 
void DropOverridePaintSize ()
 
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)
 
void PaintTextureDecal (PaintIn3D.P3dPaintDecal decal, Vector3 pos, Quaternion rot, float pressure=1)
 
void EnableWeaponIK (bool e)
 
void DisableWeaponIK (bool wd)
 
bool CanUpdateWeaponIK ()
 
void UpdateWeaponIK (Vector3 weaponPos, bool keep=false, bool weightLoosing=false)
 
void ApplyWeaponIKResult ()
 
void ClearWeaponIKPos ()
 
bool IsDoingWeaponIK ()
 
bool IsBlockStop ()
 
float GetHitBlockTime ()
 
void OnBlock (Vector3 forceDir)
 
void ClearWeaponOffset ()
 
void OnHit (string name, Vector3 force, Vector3 point, float factor)
 
bool IsDismember ()
 
void InitDismember ()
 
bool IsCutable ()
 
BodyFragment GetBodyFragment (string muName)
 
BodyFragment FindClosestFrag (Vector3 point)
 
BodyFragment CheckHitDismemberPoint (string muName, Vector3 point, float cutRadiuMlp=1)
 
SkinnedMeshRenderer GetSmrOfMuscle (string muName)
 
bool Dismember (BodyFragment frag)
 
bool BlowUp (BodyFragment frag, Vector3 direction, float force)
 
bool BlowUp (BodyFragment frag)
 
void FreezeEffect (bool f)
 
InteractBase GetWeapon (string boneName)
 
void SetWeaponCollisionEnableWith (Collider[] cols, bool e)
 
void SetWeaponCollisionEnableWithSelf (bool e)
 
void SetWeaponCollisionEffectEnable (bool e)
 
void SetupEndBones ()
 
bool IsBreakableJoint (ConfigurableJoint joint)
 
void DropWeapon ()
 
void OnReleaseInteract ()
 
void OpenDizzyGrabPoses (bool o, bool forceCheck=false)
 
void EnableGrabLimit (bool e)
 
void ClearGrab ()
 
void SetTearAdd (int num)
 
int GetTearAdd ()
 
bool CouldNotTearPart ()
 
bool IsTear ()
 
void DoTearPart ()
 
bool CanBeTear (Rigidbody r1, Rigidbody r2)
 

Public Attributes

RagdollAnim ra
 
MotionDetector motion
 
CharacterAnimation anim
 
CharacterController controller
 
CombatReactProfile reactProfile
 
BodySpotSet bodySpot
 
CharacterMakeUp makeup
 
PaintIn3D.P3dPaintable paintable
 
PaintIn3D.P3dPaintableTexture paintTex
 
PaintIn3D.P3dPaintableTexture paintNormal
 
PaintIn3D.P3dPaintableTexture paintGloss
 
System.Action< int, Vector3 > BreakDefendEvent
 
WeaponIKPose[] weaponIKPose
 
float blockStopTime = -1
 
float blockHitFactor = 0
 
float[] enterBlockStopPobs
 
float[] eachPhaseLerpSpeed
 
HitReaction hitReactIK
 
float hitReactMlp = 1
 
RagdollDismembermentVisual dismember
 
Dictionary< string, List< BodyFragment > > muscleCutoffMap = new Dictionary<string, List<BodyFragment>>()
 
bool dropHoldingWeapons = true
 
List< InteractBasePendantpendants
 
InteractBase[] dizzyGrabPoses
 
InteractBase[] weapons
 
Transform[] dieDetachBones
 
Transform[] allDetachableBones
 
ConfigurableJoint[] dieBreakableJoints
 
bool enableTearPart = false
 

Static Public Attributes

const float TearDis = 0.35f
 
const float TearDisSqrt = TearDis * TearDis
 

Events

System.Action< AttachObj, bool > BodyGrabEvent
 
System.Action TearEvent
 

Member Function Documentation

◆ SetNearMeshForPaint()

void CrossLink.RagdollReactAnimation.SetNearMeshForPaint ( SkinnedMeshRenderer  smr)

setup specific to paint, so that our paint system no need to search again

Parameters
smr