URL: https://wiki.studiominus.nl/internalReference/LimbBehaviour.html
Title: People Playground Modding - LimbBehaviour
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public class LimbBehaviour
Inherits MonoBehaviour, Messages.IShot, Messages.IExitShot, Messages.ISlice, Messages.IDamage, Messages.IOnEMPHit, Messages.IWaterImpact, IManagedBehaviour
[RequireComponent(typeof(Rigidbody2D), typeof(SkinMaterialHandler), typeof(CirculationBehaviour))]
No description provided
Nested types
LimbBehaviour.ShatterFlags
LimbBehaviour.BodyPart
Fields
public ConnectedNodeBehaviour NodeBehaviour
[SkipSerialisation]
A reference to the node behaviour. This object is part of the system that is responsible for deciding connectedness.

public BodyPart RoughClassification
[SkipSerialisation]
This enum roughly represents what bodypart this is

public SkinMaterialHandler SkinMaterialHandler
[SkipSerialisation] [HideInInspector]
No description provided

public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation] [HideInInspector]
No description provided

public CirculationBehaviour CirculationBehaviour
[SkipSerialisation] [HideInInspector]
No description provided

public PersonBehaviour Person
[SkipSerialisation] [HideInInspector]
No description provided

public HingeJoint2D Joint
[SkipSerialisation] [HideInInspector]
No description provided

public Collider2D Collider
[SkipSerialisation] [HideInInspector]
No description provided

public Bounds[] VitalParts
[SkipSerialisation]
No description provided

public ParticleSystem KillShotParticles
[SkipSerialisation]
No description provided

public float GForcePassoutThreshold
[SkipSerialisation]
Amount of g-force necessary for the entity to start losing consciousness

public float GForceDamageThreshold
[SkipSerialisation]
Amount of g-force necessary for the entity to start taking damage.

public bool KillShotParticlesEmitted
[HideInInspector]
No description provided

public GripBehaviour GripBehaviour
[SkipSerialisation] [HideInInspector]
No description provided

public List<LimbBehaviour> ConnectedLimbs
[Header("Settings")] [SkipSerialisation]
No description provided

public float Vitality
[Space]
No description provided

public float InitialHealth
[HideInInspector]
No description provided

public bool HasBrain
No description provided

public float FreezingTemperature
No description provided

public float DiscomfortingHeatTemperature
No description provided

public float RegenerationSpeed
No description provided

public float ImpactPainMultiplier
No description provided

public float ImpactDamageMultiplier
No description provided

public float BreakingThreshold
No description provided

public float BaseStrength
No description provided

public float FakeUprightForce
No description provided

public float BodyTemperature
No description provided

public float ShotDamageMultiplier
No description provided

public bool DoStumble
No description provided

public bool IsLethalToBreak
No description provided

public bool DoBalanceJerk
No description provided

public bool PreventDismemberment
Stops a limb from being able to be dismembered from means other than joint breakage.

public bool PreventCrushing
Stops a limb from being able to be crushed.

public float ExplodeLiquidAmount
[System.Obsolete]
No description provided

public DecalDescriptor BloodDecal
[SkipSerialisation]
No description provided

public float BloodMuscleStrengthRatio
No description provided

public float BalanceMuscleMovement
[ShowIf(nameof(DoBalanceJerk))]
No description provided

public float Health
[Header("Status")]
No description provided

public float Numbness
[ReadOnly]
No description provided

public bool IsAndroid
No description provided

public bool IsZombie
[ReadOnly]
No description provided

public bool HasJoint
[ReadOnly]
No description provided

public bool Broken
[ReadOnly]
No description provided

public bool Frozen
[ReadOnly]
No description provided

public bool IsDismembered
[ReadOnly]
No description provided

public string SpeciesIdentity
[SkipSerialisation]
No description provided

public string BloodLiquidType
[SkipSerialisation]
No description provided

public LimbBehaviour NearestLimbToBrain
[SkipSerialisation]
No description provided

public int DistanceToBrain
[SkipSerialisation]
No description provided

public float InternalExternalTemperatureTransferRate
[SkipSerialisation] [System.Obsolete] [HideInInspector]
No description provided

public float InternalToExternalTempTransferRate
[SkipSerialisation]
No description provided

public float ExternalToInternalTempTransferRate
[SkipSerialisation]
No description provided

public float InternalTemperature
[HideInInspector]
No description provided

public bool IsActiveInCurrentPose
[HideInInspector]
No description provided

public float FrictionBurnWoundMinSpeedSqrd
[SkipSerialisation]
No description provided

public float BodyHeatProductionFactor
[SkipSerialisation]
No description provided

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

public bool UsingJointLimits
[SkipSerialisation] [HideInInspector]
No description provided

public ushort BruiseCount
[HideInInspector]
No description provided

public const float DrownTimeInSeconds
No description provided
Constant value: 40

public GameObject LimbStatus
[SkipSerialisation]
No description provided

public bool Cauterised
[SkipSerialisation] [HideInInspector]
No description provided

public ShatteredObjectSpriteInitialiser ShatteredObjectGenerators
[SkipSerialisation]
Reference to the components responsible for creating the crushed gore parts of this object. Caution! This can be null!

public float ShatteredObjectChance
Chance for this limb to actually shatter on crush

public ShatterFlags CurrentlyShattered
Keeps track of what is currently shattered

public bool ImmuneToDamage
No description provided

public bool HasLungs
No description provided

public bool LungsPunctured
No description provided

float shotHeat
No description provided

public float RegenerateBurnProgressSpeed
[SkipSerialisation]
No description provided

public List<GameObject> DestroyWith
[HideInInspector]
No description provided

public float[] StrengthMultipliers
[HideInInspector]
No description provided

Properties
public bool IsOnFloor { get; set; }
[SkipSerialisation]
No description provided

public bool IsParalysed
[SkipSerialisation]
No description provided

public bool OiledUp
No description provided

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

public Vector2 OriginalJointLimits { get; set; }
[SkipSerialisation]
No description provided

public bool IsCapable { get; }
[SkipSerialisation]
No description provided

public bool IsConsideredAlive
[SkipSerialisation]
No description provided

public float MotorStrength { get; }
[SkipSerialisation]
No description provided

public Color Color { get; set; }
No description provided

Methods
public Liquid GetOriginalBloodType()
No description provided

public void ManagedFixedUpdate()
No description provided

public void ManagedUpdate()
No description provided

public void SetupJoint()
No description provided

public void BreakBone()
No description provided

public void HealBone()
No description provided

public void InfluenceMotorSpeed(float value, float influence = 0.5f)
No description provided

public void Damage(float damage)
No description provided

public void Shot(Shot shot)
No description provided

public void ExitShot(Shot shot)
No description provided

public void WaterImpact(float magnitude)
No description provided

public void Wince(float intensity = 1f)
No description provided

public void OnEMPHit()
No description provided

public bool IsWorldPointInVitalPart(Vector2 worldPoint, float mindistance = 4f / 35)
No description provided

public void Stabbed(Stabbing stab)
No description provided

public void Slice()
No description provided

public void Crush()
No description provided

public void StunImpact()
No description provided

public bool IsAnyHeadAlive()
No description provided

public void OnDestroy()
No description provided

public void ManagedLateUpdate()
No description provided

public bool ShouldUpdate()
No description provided

public List<LimbBehaviour> AllConnectedLimbs()
No description provided