URL: https://wiki.studiominus.nl/internalReference/PersonBehaviour.html
Title: People Playground Modding - PersonBehaviour
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public class PersonBehaviour
Inherits AliveBehaviour, Messages.IShot
No description provided
Fields
public List<LimbBehaviour> Limbs
[SkipSerialisation] [HideInInspector]
No description provided

public float Consciousness
[ProgressBar("Consciousness", 1f, EColor.Blue)]
No description provided

public float ShockLevel
[ProgressBar("Shock", 1f, EColor.Orange)]
No description provided

public float PainLevel
[ProgressBar("Pain", 1f, EColor.Red)]
No description provided

public float AdrenalineLevel
[ProgressBar("Adrenaline", 1f, EColor.Violet)]
No description provided

public float OxygenLevel
[ProgressBar("Oxygen", 1f, EColor.White)]
No description provided

public GameObject BloodExplosionPrefab
[Space] [SkipSerialisation]
No description provided

public GameObject BleedingParticlePrefab
[SkipSerialisation]
No description provided

public List<RagdollPose> Poses
[Space] [SkipSerialisation]
No description provided

public RagdollPose ActivePose
[HideInInspector]
No description provided

public float AngleOffset
[HideInInspector] [SkipSerialisation]
No description provided

public float GlobalRigidityMultiplier
No description provided

public int OverridePoseIndex
No description provided

public Dictionary<PoseState, RagdollPose> LinkedPoses
[HideInInspector]
No description provided

public float Heartbeat
[SkipSerialisation]
Heartbeat as decided by the maximum value return by each limb's CirculationBehaviour.GetHeartRate

public Material DefaultMaterial
[SkipSerialisation] [FormerlySerializedAs("DefaultMateral")]
Limb material to choose when the legacy gore user setting is disabled. Fallback to default if null

public Material LegacyMaterial
[SkipSerialisation]
Limb material to choose when the legacy gore user setting is enabled. Fallback to default if null

public Material GorelessMaterial
[SkipSerialisation]
Limb material to choose when the goreless user setting is enabled. Fallback to default sprite if null

public GameObject PoolableImpactEffect
[SkipSerialisation]
Effect to request from the pool if this object was shot with its uppemost 2 layers still visible (not just skeleton). Can be null.

public float ImpactEffectShotDamageThreshold
[SkipSerialisation]
Shot damage necessary to potentially create the impact effect PoolableImpactEffect

public AudioClip[] DismembermentClips
[SkipSerialisation]
No description provided

public AudioClip[] BoneBreakClips
[SkipSerialisation]
No description provided

public List<LimbBehaviour> Heads
[SkipSerialisation]
No description provided

public LimbBehaviour MainHead
No description provided

public bool RandomisedSize
No description provided

public bool CountDeathAsStat
No description provided

public bool HasAlreadyBeenDeadOnce
[HideInInspector]
No description provided

public bool Braindead
Is the brain still working? Returns false if it isn't.

public bool BrainDamaged
Has the being sustained a permanent brain injury?

public float BrainDamagedTime
[HideInInspector]
Amount

public float SeizureTime
[HideInInspector]
Current seizure intensity

public float DesiredWalkingDirection
When set to a non-zero value, the entity will start walking to left or right, depending on the sign. This won't do anything if the entity is phyiscally incapable. This value automatically approaches 0 over time, so if you want the entity to keep moving you have to continually set this value.

Properties
public float BalanceOffset { private set; get; }
[SkipSerialisation]
No description provided

public float AverageHealth { private set; get; }
[SkipSerialisation]
No description provided

public float AverageSpeed { private set; get; }
[SkipSerialisation]
No description provided

public float AverageAngle { private set; get; }
[System.Obsolete]
No description provided

public float AverageFireIntensity { private set; get; }
[SkipSerialisation]
No description provided

public float AverageWetness { private set; get; }
[SkipSerialisation]
No description provided

public bool IsTouchingFloor { private set; get; }
[SkipSerialisation]
No description provided

public Material ChosenMaterial
The actual limb material determined by the Gore shader / Goreless setting. Can be null.

Methods
public void CreatePose()
[ContextMenu("Create new pose")] [Button("Create new pose")]
No description provided

public void InitialiseAllPoses()
[ContextMenu("Initialise all poses")] [Button("Initialise all poses")]
No description provided

public void SetPose(RagdollPose pose)
No description provided

public void AddPain(float intensity)
No description provided

public void Shot(Shot shot)
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public void Wince(float i = 150)
No description provided

public override bool IsAlive()
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public void SetBodyTextures(Texture2D skin, Texture2D flesh = null, Texture2D bone = null, float scale = 1)
No description provided

public void SetBruiseColor(byte red, byte green, byte blue)
No description provided

public void SetSecondBruiseColor(byte red, byte green, byte blue)
No description provided

public void SetThirdBruiseColor(byte red, byte green, byte blue)
No description provided

public void SetBloodColour(byte red, byte green, byte blue)
No description provided

public void SetRottenColour(byte red, byte green, byte blue)
No description provided

public bool HeadsMeetCondition(Func<LimbBehaviour, bool> condition)
Checks if both of the heads meet a certain condition

public bool AnyHeadMeetCondition(Func<LimbBehaviour, bool> condition)
Checks if any of the heads meet a certain condition