URL: https://wiki.studiominus.nl/internalReference/ExplosionCreator.html
Title: People Playground Modding - ExplosionCreator
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public static class ExplosionCreator
A static utility class that can create explosions
Nested types
ExplosionCreator.EffectSize
ExplosionCreator.ExplosionParameters
Methods
public static void Explode(ExplosionParameters ex)
Creates an explosion taking everything into account. If you want to create a normal explosion, this is the function you need.

public static void Explode(Vector3 center, float force)
The most basic explosion function. Creates a regular explosion at the given point with the given intensity.

public static GameObject GetEffectPrefabForSize(EffectSize s)
No description provided

public static void CreateFragmentationExplosion(ExplosionParameters ex)
Create a regular explosion. Does not take water into account.

public static void CreateFragmentationExplosion(uint fragmentationRayCount, Vector3 position, float range, float fragmentForce, bool particleAndSound, bool big = false, float dismemberChance = 0)
[System.Obsolete]
The old function for creating explosions. Has many parameters. CreateFragmentationExplosion(ExplosionParameters) should be used instead.

public static void CreatePulseExplosion(Vector3 position, float force, float range, bool soundAndEffects, bool breakObjects = true)
Create a shockwave that goes through everything.

public static void CreateUnderwaterExplosionEffect(ExplosionParameters ex, bool doSplash = true)
Create an underwater explosion. This will create an underwater explosion whether it's under water or not.

public static void CreateUnderwaterExplosionEffect(float waterSurfaceLevel, ExplosionParameters ex, bool doSplash = true)
[System.Obsolete]
No need to pass the water surface level. This method is outdated.

public static void CreateExplosionWithWater(bool isUnderWater, float waterSurfaceLevel, ExplosionParameters ex, bool doSplash = true)
[System.Obsolete]
No need to pass the water surface level. This method is outdated.

public static void CreateExplosionWithWater(bool isUnderWater, ExplosionParameters ex, bool doSplash = true)
Creates an explosion that also takes water into account. The created effect depends on the given water-related parameters.