URL: https://wiki.studiominus.nl/internalReference/SkinMaterialHandler.html
Title: People Playground Modding - SkinMaterialHandler
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public class SkinMaterialHandler
Inherits MonoBehaviour, Messages.IStabbed, Messages.IOnAfterDeserialise
Controls limb appearance.
Fields
public new SpriteRenderer renderer
[SkipSerialisation] [ReadOnly]
No description provided

public LimbBehaviour limb
[SkipSerialisation] [ReadOnly]
No description provided

public bool BluntDamageRegen
[SkipSerialisation]
No description provided

public bool GunshotDamageRegen
[SkipSerialisation]
No description provided

public bool BurnWoundRegen
[SkipSerialisation]
No description provided

public bool TrackWoundAge
[SkipSerialisation]
No description provided

public List<SkinMaterialHandler> adjacentLimbs
[SkipSerialisation]
No description provided

public bool ShouldRecolourWhenCold
No description provided

public bool ShouldGlowWhenHot
No description provided

public int MaxGlowTemperature
No description provided

public int MinFreezeTemperature
No description provided

public Vector4[] damagePoints
[HideInInspector]
No description provided

public float[] damagePointTimeStamps
[HideInInspector]
No description provided

public int currentDamagePointCount
[HideInInspector]
No description provided

public float intensityMultiplier
No description provided

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

public Vector4[] bulletHolePoints
[SkipSerialisation] [HideInInspector] [System.Obsolete]
Remnant of 1.23 and older

Properties
public bool IsSkinVisible
[SkipSerialisation]
No description provided

public bool IsFleshVisible
[SkipSerialisation]
No description provided

public float RottenProgress { get; set; }
No description provided

public float AcidProgress { get; set; }
No description provided

Methods
public void OnAfterDeserialise(List<GameObject> gameObjects)
No description provided

public void AddDamagePoint(DamageType type, Vector2 globalPosition, float intensity)
Add a damage point to the limb. See DamagePoint. Note that intensity can range from 0 to 100, and will be clamped down to these values

public void ImpactDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false)
[System.Obsolete]
No description provided

public void ShotDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false)
[System.Obsolete]
No description provided

public void Sync()
No description provided

public void ClearAllDamage()
No description provided

public void Stabbed(Stabbing stabbing)
No description provided