feat: add initial People Playground mod development kit

This commit is contained in:
2026-01-06 06:35:51 +03:00
parent b89c805060
commit b4c22a7c63
1095 changed files with 40281 additions and 1 deletions

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URL: https://wiki.studiominus.nl/internalReference/AcceleratorBoltBehaviour.html
Title: People Playground Modding - AcceleratorBoltBehaviour
==================================================
public class AcceleratorBoltBehaviour
Inherits BaseBoltBehaviour
No description provided
Fields
public float EnergyLevel
Energy level of the projectile
public float CameraShakeAmount
Amount of constant camera shake
public GameObject ImpactEffect
Effect to spawn on impact
public GameObject LargeImpactEffect
Effect to spawn on impact when the energt level is high enough
public float ImpactStrength
Amount of force to apply to objects that the projectile collides with
public float AoERadius
The area-of-effect radius to consider while traveling
public float ActivationDelay
How many seconds to wait until damaging AoE effects are activated. This exists to protect the wielder.
public LayerMask ImmobiltyFieldLayer
[SkipSerialisation]
No description provided
public float ImmobilityFieldSlowdown
[SkipSerialisation]
No description provided
Methods
public override float GetSpeedMultiplier()
No description provided
protected override void Update()
No description provided
public override bool ShouldReflect(RaycastHit2D hit)
No description provided
protected override void OnHit(RaycastHit2D hit)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AcceleratorGunBehaviour.html
Title: People Playground Modding - AcceleratorGunBehaviour
==================================================
public class AcceleratorGunBehaviour
Inherits CanShoot
No description provided
Fields
public AudioSource LoopAudioSource
[SkipSerialisation]
No description provided
public AudioSource OneShotAudioSource
[SkipSerialisation]
No description provided
public AudioClip[] SingleShotSound
[SkipSerialisation]
No description provided
public AudioClip FullPowerShotSound
[SkipSerialisation]
No description provided
public AudioClip ChargeUpSound
[SkipSerialisation]
No description provided
public AudioClip FullPowerWaitingLoopSound
[SkipSerialisation]
No description provided
public AudioClip LowEnergyBoltLoopSound
[SkipSerialisation]
No description provided
public AudioClip HighEnergyBoltLoopSound
[SkipSerialisation]
No description provided
public Rigidbody2D Rigidbody
[SkipSerialisation]
No description provided
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
No description provided
public GameObject ProjectilePrefab
[SkipSerialisation]
No description provided
public Vector2 LocalBarrelPosition
[SkipSerialisation]
No description provided
public Vector2 LocalBarrelDirection
[SkipSerialisation]
No description provided
public float RecoilIntensity
[SkipSerialisation]
No description provided
public ParticleSystem MuzzleflashSystem
[SkipSerialisation]
Reference to the muzzle flash particle system
public ParticleSystem ChargeUpParticleSystem
[SkipSerialisation]
Reference to the charge-up particle system
public float MaxChargeTime
The amount of seconds it takes to charge the gun
public float CurrentChargeProgress
Charge-up progress from 0.0 to 1.0
Properties
public override Vector2 BarrelPosition
No description provided
public Vector2 BarrelDirection
No description provided
Methods
public void ShootLowPower()
Fire at low power
public void ShootFullPower()
Fire at full power
public override void Shoot()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AcidPoison.html
Title: People Playground Modding - AcidPoison
==================================================
public class AcidPoison
Inherits PoisonSpreadBehaviour
[System.Obsolete]
No description provided
Properties
public override float SpreadSpeed
No description provided
public override float Lifespan
No description provided
Methods
public override void Start()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AcidPoolBehaviour.html
Title: People Playground Modding - AcidPoolBehaviour
==================================================
public class AcidPoolBehaviour
Inherits MonoBehaviour
No description provided
Fields
public WaterBehaviour Pool
No description provided
public float TemperatureIncreaseCelsius
No description provided
public float AcidProgress
No description provided
public float MaxTemperatureCelsius
No description provided
public bool OnlyOrganic
No description provided
public float WinceIntensity
No description provided
public float PainIntensity
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AcidSyringe.html
Title: People Playground Modding - AcidSyringe
==================================================
public class AcidSyringe
Inherits SyringeBehaviour
No description provided
Nested types
AcidSyringe.AcidLiquid
Methods
public override string GetLiquidID()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AcidSyringe_AcidLiquid.html
Title: People Playground Modding - AcidSyringe.AcidLiquid
==================================================
public class AcidLiquid
This nested type resides in AcidSyringe
Inherits GorseBlood
No description provided
Fields
public new const string ID
No description provided
Constant value: "ACID"
Methods
public override string GetDisplayName()
No description provided
public (constructor) AcidLiquid()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActionCategory.html
Title: People Playground Modding - ActionCategory
==================================================
public enum ActionCategory
Keybind categories as shown in the key rebinding UI
General
The "General" category
UserInterface
The "User Interface" category
Camera
The "Camera" category
MapEditor
The "Map editor" category (not seen in-game as of 1.21.2)
Modded
The "Modded"category. Only seen when populated.

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URL: https://wiki.studiominus.nl/internalReference/ActionControlBehaviour.html
Title: People Playground Modding - ActionControlBehaviour
==================================================
public class ActionControlBehaviour
Inherits MonoBehaviour
No description provided
Fields
public TextMeshProUGUI Action
No description provided
public TextMeshProUGUI Trigger
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActionRepresentation.html
Title: People Playground Modding - ActionRepresentation
==================================================
public struct ActionRepresentation
[Serializable] [Obsolete]
Contains all data for a keybind.

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URL: https://wiki.studiominus.nl/internalReference/ActionUniverse.html
Title: People Playground Modding - ActionUniverse
==================================================
public enum ActionUniverse
Keybind universes
None
The action resides in no universe meaning it cannot be used
All
The action resides in all universes meaning it can be used anywhere
Game
The action resides in the Game universe meaning it can only be used in the game
MapEditor
The action resides in the Map Editor universe meaning it can only be used in the map editor

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URL: https://wiki.studiominus.nl/internalReference/ActivateIfExpandedGore.html
Title: People Playground Modding - ActivateIfExpandedGore
==================================================
public class ActivateIfExpandedGore
Inherits MonoBehaviour
[System.Obsolete]
Behaviour that makes sure the attached GameObject is only active if Expanded Gore is enabled in the preferences.

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URL: https://wiki.studiominus.nl/internalReference/ActivateIfTutorial.html
Title: People Playground Modding - ActivateIfTutorial
==================================================
public class ActivateIfTutorial
Inherits MonoBehaviour
Behaviour that makes sure the attached GameObject is only active if the tutorial is to be shown, which only happens the first time a map is loaded

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URL: https://wiki.studiominus.nl/internalReference/ActivationPropagation.html
Title: People Playground Modding - ActivationPropagation
==================================================
public class ActivationPropagation
Inherits System.IDisposable
Structure that represents a single activation propagation
Fields
public static readonly HashSet<ActivationPropagation> ActiveSignalSet
No description provided
public const int MaximumPropagations
Constant that determines the maximum amount of simultaneous activation signals in the world.
Constant value: 10_000
public static readonly ushort[] AllChannels
Immutable array that contains all channels (0, 1, 2)
public const ushort Green
The green channel
Constant value: 0
public const ushort Red
The red channel
Constant value: 1
public const ushort Blue
The blue channel
Constant value: 2
public int Identity
[System.Obsolete]
The unique identifier for this activation
public HashSet<Object> Path
Collection of all traversed objects by this signal
public int TraversedCount
Amount of objects this signal has traveled through
public bool Direct
Is this signal directly created by the player?
public ushort Channel
The channel of this signal
public GameObject Sender
The original object which the activation signal was sent from.
public GameObject Target
The original object which the activation signal is directed to.
Properties
public int Traversed { get; set; }
[System.Obsolete("Use TraversedCount instead")]
Amount of objects this signal has traveled through
Methods
public bool Contains(Object obj)
Has this signal traversed the given object?
public (constructor) ActivationPropagation(bool direct, ushort channel = Green, GameObject sender = null)
Construct a signal
public (constructor) ActivationPropagation(Object obj, ushort channel = 0, GameObject sender = null)
Construct a signal
public (constructor) ActivationPropagation()
No description provided
public ActivationPropagation Branch(Object ob)
Branch this signal and return the branch.
public void Dispose()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActivationEvent.html
Title: People Playground Modding - Activations.ActivationEvent
==================================================
public struct ActivationEvent
[Serializable]
No description provided
Fields
public readonly int Depth
No description provided
public readonly Channel Channels
No description provided
public readonly ActivationEventType EventType
No description provided
public readonly ActivationSource Source
No description provided
Methods
public (constructor) ActivationEvent(int depth, Channel channels, ActivationEventType eventType, ActivationSource source = ActivationSource.Node)
No description provided
public readonly ActivationEvent GetBranch()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActivationEventType.html
Title: People Playground Modding - Activations.ActivationEventType
==================================================
public enum ActivationEventType
No description provided
Start
No description provided
Stop
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActivationSource.html
Title: People Playground Modding - Activations.ActivationSource
==================================================
public enum ActivationSource
No description provided
Unknown
No description provided
Player
No description provided
Node
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActivationTarget.html
Title: People Playground Modding - Activations.ActivationTarget
==================================================
public class ActivationTarget
[System.Serializable]
No description provided
Fields
public readonly NodeBehaviour Node
No description provided
public readonly Channel Channels
No description provided
Methods
public (constructor) ActivationTarget(NodeBehaviour node, Channel channelMask)
No description provided
public override string ToString()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/Channel.html
Title: People Playground Modding - Activations.Channel
==================================================
public enum Channel
[Flags]
No description provided
None
No description provided
Green
No description provided
Red
No description provided
Blue
No description provided
All
No description provided

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URL: https://wiki.studiominus.nl/internalReference/LegacyActivationCache.html
Title: People Playground Modding - Activations.LegacyActivationCache
==================================================
public static class LegacyActivationCache
Tries to detect when a component only responds to legacy activations
Nested types
Activations.LegacyActivationCache.CachedResult
Methods
public static void ProcessObject(GameObject gm, in ActivationEvent activation)
No description provided
public static CachedResult GetLegacyActivationMethods(Component component)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/LegacyActivationCache_CachedResult.html
Title: People Playground Modding - Activations.LegacyActivationCache.CachedResult
==================================================
public class CachedResult
This nested type resides in LegacyActivationCache
No description provided
Fields
public bool Use
No description provided
public bool UseContinuous
No description provided
public bool IsolatedActivation
No description provided
public bool IsolatedContinuousActivation
No description provided

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URL: https://wiki.studiominus.nl/internalReference/NodeBehaviour.html
Title: People Playground Modding - Activations.NodeBehaviour
==================================================
public class NodeBehaviour
Inherits MonoBehaviour, Messages.IUse, Messages.IOnBeforeSerialise, Messages.IOnAfterDeserialise
[DisallowMultipleComponent]
No description provided
Nested types
Activations.NodeBehaviour.SerialisableEvent
Fields
public float DelaySeconds
No description provided
public List<ActivationTarget> Targets
[SkipSerialisation]
No description provided
public UnityEvent<Channel> OnUseStart
[SkipSerialisation]
No description provided
public UnityEvent<Channel> OnUseEnd
[SkipSerialisation]
No description provided
public Channel CurrentlyActive
[SkipSerialisation]
No description provided
public UnityEvent<Channel> OnEmit
[SkipSerialisation]
No description provided
public Channel Started
[HideInInspector]
What channels have been started this frame. This is used to invoke the events at the end of the frame.
public Channel Ended
[HideInInspector]
What channels have been stopped this frame. This is used to invoke the events at the end of the frame.
public static int MaxSignalsPerFrame
No description provided
public SerialisableEvent[] SerialisableState
[HideInInspector]
Used for serialisation. You probably shouldn't touch this.
The scheduled activations are stored to this array before serialisation and read from after deserialisation
Methods
public void Use(ActivationPropagation activation)
No description provided
public void OnBeforeSerialise()
No description provided
public void OnAfterDeserialise(List<GameObject> gameObjects)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/NodeBehaviour_SerialisableEvent.html
Title: People Playground Modding - Activations.NodeBehaviour.SerialisableEvent
==================================================
public struct SerialisableEvent
This nested type resides in NodeBehaviour
[Serializable]
No description provided
Fields
public float RemainingTime
No description provided
public Channel ActivationChannels
No description provided
public int ActivationDepth
No description provided
public ActivationEventType EventType
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ScheduledActivation.html
Title: People Playground Modding - Activations.ScheduledActivation
==================================================
public struct ScheduledActivation
[Serializable]
No description provided
Fields
public float TimeRemaining
No description provided
public readonly ActivationEvent Activation
No description provided
Methods
public (constructor) ScheduledActivation(float timeRemaining, in ActivationEvent activation)
No description provided
public readonly bool HasExpired()
No description provided
public static bool HasExpiredPredicate(ScheduledActivation s)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActivationToggleBehaviour.html
Title: People Playground Modding - ActivationToggleBehaviour
==================================================
public class ActivationToggleBehaviour
Inherits MonoBehaviour
Controls the Activation Toggle spawnable object.
Fields
public GameObject LightObject
[SkipSerialisation]
Reference to the little glowing light in the center of the object
public bool Activated
Is the object currently sending out signals?

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URL: https://wiki.studiominus.nl/internalReference/ActivationTransformerBehaviour.html
Title: People Playground Modding - ActivationTransformerBehaviour
==================================================
public class ActivationTransformerBehaviour
Inherits MonoBehaviour
Controls the Activation Transformer device
Fields
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
Reference to the PhysicalBehaviour

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URL: https://wiki.studiominus.nl/internalReference/ActivatorElectrodeBehaviour.html
Title: People Playground Modding - ActivatorElectrodeBehaviour
==================================================
public class ActivatorElectrodeBehaviour
Inherits MonoBehaviour, Messages.IUse, Messages.IUseContinuous
No description provided
Fields
public Vector2 EmissionPoint
[SkipSerialisation]
No description provided
public float EmissionRadius
[SkipSerialisation]
No description provided
public AudioClip StartUseSound
[SkipSerialisation]
No description provided
public LayerMask LayersToConsider
[SkipSerialisation]
No description provided
public ColorAnimationBehaviour[] Lights
[SkipSerialisation]
No description provided
public SpriteRenderer EmitterGlow
[SkipSerialisation]
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided
public void UseContinuous(ActivationPropagation activation)
No description provided
public void StopLights()
No description provided
public void StartLights()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActiveSettingIfNotVsync.html
Title: People Playground Modding - ActiveSettingIfNotVsync
==================================================
public class ActiveSettingIfNotVsync
Inherits ConditionalSettingBehaviour
This class is currently not used anywhere
Methods
public override bool GetShouldBeActive()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActOnBlast.html
Title: People Playground Modding - ActOnBlast
==================================================
public class ActOnBlast
Inherits MonoBehaviour, Messages.IOnFragmentHit
Behaviour that invokes an event when it is near an explosion
Fields
public float ForceThreshold
[SkipSerialisation]
The minimum amount of explosion force in order to invoke the event
public float Chance
[SkipSerialisation]
The chance of the event being invoked, ranging from 0.0 to 1.0
public UnityEvent Actions
[SkipSerialisation]
The chance of the event being invoked, ranging from 0.0 to 1.0
Methods
public void OnFragmentHit(float fragmentForce)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActOnCollide.html
Title: People Playground Modding - ActOnCollide
==================================================
public class ActOnCollide
Inherits MonoBehaviour
Behaviour that invokes a UnityEvent when it gets the MonoBehaviour.OnCollisionEnter2D message
Fields
public float ImpactForceThreshold
[SkipSerialisation]
The minimum amount of force required to invoke the event
public float DispatchChance
[SkipSerialisation]
Chance from 0.0 to 1.0 that the event is triggered
public Collider2D Collider
[SkipSerialisation] [Tooltip("Leave null to allow any collider to trigger the event")]
The collider to watch out for. Any collider triggers the event if this is null.
public UnityEvent Actions
[SkipSerialisation]
The event that is invoked when a sufficient collision occurs. May be null.

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URL: https://wiki.studiominus.nl/internalReference/ActOnDestroy.html
Title: People Playground Modding - ActOnDestroy
==================================================
public class ActOnDestroy
Inherits MonoBehaviour
Behaviour that invokes an event when it is destroyed
Fields
public UnityEvent Event
The event that is invoked when the behaviour is destroyed
public GameObject[] DestroyWith
[SkipSerialisation]
An array of other objects that will be destroyed when this behaviour is destroyed

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URL: https://wiki.studiominus.nl/internalReference/ActOnDisintegrate.html
Title: People Playground Modding - ActOnDisintegrate
==================================================
public class ActOnDisintegrate
Inherits MonoBehaviour
Invoke an event on disintegration
Fields
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
The physical behaviour to respond to
public UnityEngine.Events.UnityEvent Event
[SkipSerialisation]
The event to invoke

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URL: https://wiki.studiominus.nl/internalReference/ActOnHingeJointLimit.html
Title: People Playground Modding - ActOnHingeJointLimit
==================================================
public class ActOnHingeJointLimit
Inherits MonoBehaviour
No description provided
Fields
public HingeJoint2D[] Joints
[SkipSerialisation]
No description provided
public JointLimitState2D TriggeringState
[SkipSerialisation]
No description provided
public UnityEvent OnTrigger
[SkipSerialisation]
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActOnShot.html
Title: People Playground Modding - ActOnShot
==================================================
public class ActOnShot
Inherits MonoBehaviour, Messages.IShot
Behaviour that invokes an event when it is shot by something
Fields
public float ShotDamageThreshold
[SkipSerialisation]
The minimum amount of damage that needs to be done in order to invoke the event
public float CartridgeDamageThreshold
[SkipSerialisation]
The minimum amount of damage the cartridge inherently does in order to invoke the event
public float Chance
[SkipSerialisation]
The chance of the event being invoked, ranging from 0.0 to 1.0
public UnityEvent Actions
[SkipSerialisation]
The event that is invoked when the object is shot
Methods
public void Shot(Shot shot)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActOnSliderJointLimit.html
Title: People Playground Modding - ActOnSliderJointLimit
==================================================
public class ActOnSliderJointLimit
Inherits MonoBehaviour
No description provided
Fields
public SliderJoint2D[] Joints
[SkipSerialisation]
No description provided
public JointLimitState2D TriggeringState
[SkipSerialisation]
No description provided
public UnityEvent OnTrigger
[SkipSerialisation]
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ActOnUserDelete.html
Title: People Playground Modding - ActOnUserDelete
==================================================
public class ActOnUserDelete
Inherits MonoBehaviour, Messages.IOnUserDelete
Behaviour that invokes an event when it is deleted by the player
Fields
public UnityEvent Event
[SkipSerialisation]
The event that is invoked
public GameObject[] DestroyWith
[SkipSerialisation]
An array of other objects that will be destroyed when this object is deleted by the player
Methods
public void OnUserDelete()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AddForceBehaviour.html
Title: People Playground Modding - AddForceBehaviour
==================================================
public class AddForceBehaviour
Inherits MonoBehaviour
[SkipSerialisation]
No description provided
Fields
public ForceMode2D ForceMode
No description provided
public Vector2 LocalAxis
No description provided
public bool ScaleWithSize
No description provided
Methods
public void AddRelativeForce(float intensity)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AdhesiveCouplerBehaviour.html
Title: People Playground Modding - AdhesiveCouplerBehaviour
==================================================
public class AdhesiveCouplerBehaviour
Inherits MonoBehaviour, Messages.IUse, Messages.IOnAfterDeserialise, Messages.IOnBeforeSerialise
No description provided
Nested types
AdhesiveCouplerBehaviour.Connection
Fields
public float StickDistance
No description provided
public AudioClip OnStick
[SkipSerialisation]
No description provided
public AudioClip OnUnstick
[SkipSerialisation]
No description provided
public GameObject SlimeSplatPrefab
[SkipSerialisation]
No description provided
public GameObject GooLineRendererPrefab
[SkipSerialisation]
No description provided
public LayerMask LayerMask
[SkipSerialisation]
No description provided
public AnimationCurve WidthAnimationCurve
[SkipSerialisation]
No description provided
public float WidthAnimationDuration
[SkipSerialisation]
No description provided
public Color FakeLiquidColor
[SkipSerialisation]
No description provided
public LiquidContainerController LiquidContainer
[SkipSerialisation]
No description provided
public GameObject KillZone
[SkipSerialisation]
No description provided
public Guid[] SerialisableState
[HideInInspector]
No description provided
Methods
public void SetStickDistance(float v)
No description provided
public void Use(ActivationPropagation propagation)
No description provided
public void Stick()
No description provided
public void Unstick()
No description provided
public void OnAfterDeserialise(List<GameObject> gms)
No description provided
public void OnBeforeSerialise()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AdhesiveCouplerBehaviour_Connection.html
Title: People Playground Modding - AdhesiveCouplerBehaviour.Connection
==================================================
public class Connection
This nested type resides in AdhesiveCouplerBehaviour
No description provided
Fields
public GameObject Other
No description provided
public LineRenderer Line
No description provided
public FixedJoint2D Joint
No description provided
public Vector2 OtherLocalPoint
No description provided
public float Time
No description provided
public float TimeVariation
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AdrenalinePoison.html
Title: People Playground Modding - AdrenalinePoison
==================================================
public class AdrenalinePoison
Inherits PoisonSpreadBehaviour
[System.Obsolete]
No description provided
Properties
public override float SpreadSpeed
No description provided
Methods
public override void Start()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AdrenalineSyringe.html
Title: People Playground Modding - AdrenalineSyringe
==================================================
public class AdrenalineSyringe
Inherits SyringeBehaviour
No description provided
Nested types
AdrenalineSyringe.AdrenalineLiquid
Methods
public override string GetLiquidID()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AdrenalineSyringe_AdrenalineLiquid.html
Title: People Playground Modding - AdrenalineSyringe.AdrenalineLiquid
==================================================
public class AdrenalineLiquid
This nested type resides in AdrenalineSyringe
Inherits TemporaryBodyLiquid
No description provided
Fields
public const string ID
No description provided
Constant value: "ADRENALINE"
Methods
public override string GetDisplayName()
No description provided
public (constructor) AdrenalineLiquid()
No description provided
public override void OnEnterContainer(BloodContainer container)
No description provided
public override void OnEnterLimb(LimbBehaviour limb)
No description provided
public override void OnExitContainer(BloodContainer container)
No description provided
public override void OnUpdate(BloodContainer c)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AerialFaithPlateBehaviour.html
Title: People Playground Modding - AerialFaithPlateBehaviour
==================================================
public class AerialFaithPlateBehaviour
Inherits MonoBehaviour, Messages.IUse
Very old code, but this controls the aerial faith plate
Fields
public HingeJoint2D launchJoint
[SkipSerialisation]
The hinge joint that controls the plate itself
public PhysicalBehaviour phys
[SkipSerialisation]
A reference to the PhysicalBehaviour
public new AudioSource audio
[SkipSerialisation]
A reference to the AudioSource that plays the launching sound
Methods
public void Use(ActivationPropagation activation)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AirfoilBehaviour.html
Title: People Playground Modding - AirfoilBehaviour
==================================================
public class AirfoilBehaviour
Inherits MonoBehaviour
No description provided
Nested types
AirfoilBehaviour.WingType
Fields
public SpriteRenderer SpriteRenderer
[SkipSerialisation]
No description provided
public WingType[] WingTypes
[SkipSerialisation]
No description provided
public string CurrentWingTypeName
[HideInInspector]
No description provided
public WingType CurrentWingType
[HideInInspector] [SkipSerialisation]
No description provided
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
No description provided
Methods
public void SetWingType(WingType wingType)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AirfoilBehaviour_WingType.html
Title: People Playground Modding - AirfoilBehaviour.WingType
==================================================
public struct WingType
This nested type resides in AirfoilBehaviour
[System.Serializable]
No description provided
Fields
public string Name
No description provided
public Sprite Sprite
No description provided
public bool Lifts
No description provided
public float LiftMultiplier
No description provided
public float DragMultiplier
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AliveBehaviour.html
Title: People Playground Modding - AliveBehaviour
==================================================
public abstract class AliveBehaviour
Inherits MonoBehaviour
No description provided
Fields
public static Dictionary<Transform, AliveBehaviour> AliveByTransform
No description provided
Methods
public abstract bool IsAlive()
No description provided
public void AddToDictionary()
No description provided
public void RemoveFromDictionary()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AmbientTemperatureGridBehaviour.html
Title: People Playground Modding - AmbientTemperatureGridBehaviour
==================================================
public class AmbientTemperatureGridBehaviour
Inherits MonoBehaviour
A behaviour that resides in the world at all times. It controls ambient temperature transfer.
Nested types
AmbientTemperatureGridBehaviour.Cell
Fields
public static AmbientTemperatureGridBehaviour Instance
The main instance of this singleton.
public ConcurrentDictionary<Vector2Int, Cell> World
All cells that have been created by position.
public float ObjectToAirTransferRate
The speed at which objects transfer their heat to the air.
public float AirToObjectTransferRate
The speed at which the air transfers its heat to objects.
public float AmbientTemperatureTransferRate
The speed at which ambient heat is transferred to the surrounding air. In other words, how fast heat travels from cell to cell.
public int GridSize
The size of a grid cell.
public ConcurrentDictionary<Vector2Int, byte> BlockedCells
No description provided
Methods
public void ComputeBlockedCellPositions()
[System.Obsolete]
No description provided
public float GetTemperatureAt(int x, int y)
Get the temperature at the given grid location
public float GetTemperatureAtPoint(Vector2 worldPoint)
Get the temperature at the given world point
public void ChangeTemperatureAt(Vector2 worldPoint, float celsiusChange)
Affect the temperature at the given world point
public void SetTemperatureAt(Vector2 worldPoint, float celsius)
Set the temperature at the given world point
public void ChangeTemperatureAt(int x, int y, float celsiusChange)
Affect the temperature at the given grid point
public void SetTemperatureAt(int x, int y, float celsius)
Set the temperature at the given grid point
public void EnsureExistence(int x, int y)
Ensure existence of cell at grid point x, y
public void TransferHeat(PhysicalBehaviour phys)
Transfer heat from the given PhysicalBehaviour to its surrounding air
public Vector2Int WorldToGridPoint(float x, float y)
Transforms the world coordinates to a grid point
public Vector2 GridToWorldPoint(int x, int y)
Transforms the grid coordinates to a world point

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URL: https://wiki.studiominus.nl/internalReference/AmbientTemperatureGridBehaviour_Cell.html
Title: People Playground Modding - AmbientTemperatureGridBehaviour.Cell
==================================================
public class Cell
This nested type resides in AmbientTemperatureGridBehaviour
A temperature grid cell. The world creates these where necessary.
Fields
public float ReadTemperature
The temperature field that is meant to be written to. Do not read from this field.
public float WriteTemperature
The temperature field that is meant to be read from. Do not write to this field.
public bool CanCreateNeighbours
Can this cell create neighbours if its temperature is significant enough? This is set to false once this cell has created its neighbours.
public bool CanTransferTemperature
Can this cell transfer temperature to surrounding cells? When cells are created, they should check if they are inside the world walls. If they are, this flag is set to true.
Methods
public (constructor) Cell(float t)
Construct a cell with temperature t.
public void Set(float t)
Set the temperature at this cell
public void ForceSet(float t)
Forcibly set the read and write temperature of this cell
public float Get()
Get the temperature of this cell
public void Sync()
Synchronise the read and write fields

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URL: https://wiki.studiominus.nl/internalReference/AndroidLaserBehaviour.html
Title: People Playground Modding - AndroidLaserBehaviour
==================================================
public class AndroidLaserBehaviour
Inherits MonoBehaviour, Messages.IUse
[System.Obsolete]
No description provided
Fields
public AudioSource audioSource
No description provided
public PhysicalBehaviour trigger
No description provided
public ParticleSystem particles
No description provided
public int cooldownTime
No description provided
public float recoil
No description provided
public float hitKnockback
No description provided
public LayerMask HitLayer
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AndroidSparkCreator.html
Title: People Playground Modding - AndroidSparkCreator
==================================================
public class AndroidSparkCreator
Inherits MonoBehaviour
No description provided
Fields
public GameObject spark
No description provided
Methods
void FixedUpdate()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AntiAliasing.html
Title: People Playground Modding - AntiAliasing
==================================================
public enum AntiAliasing
No description provided
Off
No description provided
TimesTwo
No description provided
TimesFour
No description provided
TimesEight
No description provided

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@@ -0,0 +1,14 @@
URL: https://wiki.studiominus.nl/internalReference/AntiAliasingRadioButton.html
Title: People Playground Modding - AntiAliasingRadioButton
==================================================
public class AntiAliasingRadioButton
Inherits RadioButtonBehaviour
No description provided
Fields
public AntiAliasing Value
No description provided
Methods
public override object GetValue()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AOEPowerTool.html
Title: People Playground Modding - AOEPowerTool
==================================================
public abstract class AOEPowerTool
Inherits ToolBehaviour
No description provided
Fields
protected Collider2D[] buffer
No description provided
protected LayerMask layers
No description provided
protected Vector2 mouseMovement
No description provided
protected Vector2 oldMousePos
No description provided
Properties
public virtual float DampeningRadius
No description provided
public virtual float Radius
No description provided
public virtual float Force
No description provided
public virtual float MaxForce
No description provided
public virtual float TorqueForce
No description provided
public virtual float MouseMoveInfluence
No description provided
Methods
public override void OnFixedHold()
No description provided
protected abstract void HandleObject(PhysicalBehaviour phys)
No description provided
protected virtual float GetFalloff(float intensity, float sqrDistance, float max)
No description provided
protected virtual GameObject CreateEffectObject()
No description provided
public override void OnSelect()
No description provided
public override void OnDeselect()
No description provided
public override void OnHold()
No description provided
public override void OnToolChosen()
No description provided
public override void OnToolUnchosen()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/GeneratedFormatters.html
Title: People Playground Modding - AotSerialization.GeneratedFormatters
==================================================
public static class GeneratedFormatters
No description provided
Methods
public static void UseFormatters(SerializerConfig config)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AppearWhenMouseNear.html
Title: People Playground Modding - AppearWhenMouseNear
==================================================
public class AppearWhenMouseNear
Inherits MonoBehaviour
No description provided
Fields
public float MinDistance
No description provided
public Renderer Renderer
No description provided
public Transform Center
No description provided
public bool ConsiderParentRenderers
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ApplicationQuitButtonBehaviour.html
Title: People Playground Modding - ApplicationQuitButtonBehaviour
==================================================
public class ApplicationQuitButtonBehaviour
Inherits MonoBehaviour
No description provided
Methods
public void Quit()
No description provided

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@@ -0,0 +1,18 @@
URL: https://wiki.studiominus.nl/internalReference/AppliedBandageBehaviour.html
Title: People Playground Modding - AppliedBandageBehaviour
==================================================
public class AppliedBandageBehaviour
Inherits SpringCableBehaviour
No description provided
Fields
public float SoakAmount
No description provided
public const float SoakRate
No description provided
Constant value: 1f
Methods
protected override void Start()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ArchelixCasterBehaviour.html
Title: People Playground Modding - ArchelixCasterBehaviour
==================================================
public class ArchelixCasterBehaviour
Inherits CanShoot, Messages.IUse
No description provided
Fields
public AudioClip[] ShootSounds
[SkipSerialisation]
No description provided
public ParticleSystem MuzzleFlash
[SkipSerialisation]
Reference to the muzzle flash vfx
public Rigidbody2D Rigidbody
[SkipSerialisation]
No description provided
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
No description provided
public int BurstShotCount
[SkipSerialisation]
No description provided
public int BulletsPerShot
[SkipSerialisation]
No description provided
public float BurstShotInterval
[SkipSerialisation]
No description provided
public Vector2 LocalBarrelPosition
[SkipSerialisation]
No description provided
public Vector2 LocalBarrelDirection
[SkipSerialisation]
No description provided
public float ScreenShakeIntensity
No description provided
Properties
public override Vector2 BarrelPosition
No description provided
public Vector2 BarrelDirection
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided
public override void Shoot()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/ArchelixCasterBoltBehaviour.html
Title: People Playground Modding - ArchelixCasterBoltBehaviour
==================================================
public class ArchelixCasterBoltBehaviour
Inherits BaseBoltBehaviour, Messages.IOnPoolableInitialised
Controls the arc helix caster bolt
Fields
public float Phase
Wave phase
public float Frequency
Wave frequency
public float Amplitude
No description provided
public float AoeRadius
[Space]
No description provided
public float HomingForce
No description provided
public float MaxTimeUntilDeath
[Space]
No description provided
public ParticleSystem ParticleSystem
No description provided
public TrailRenderer TrailRendererToDetach
No description provided
public float HomingTemperatureThreshold
No description provided
public GameObject ImpactPoolable
[Space] [Space]
No description provided
public Vector2 Direction
No description provided
Methods
protected override void Update()
No description provided
public override bool ShouldReflect(RaycastHit2D hit)
No description provided
protected override void OnHit(RaycastHit2D hit)
No description provided
public void OnPoolableInitialised(ObjectPoolBehaviour pool)
No description provided

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@@ -0,0 +1,17 @@
URL: https://wiki.studiominus.nl/internalReference/ArrayCloner.html
Title: People Playground Modding - ArrayCloner
==================================================
public class ArrayCloner
Inherits MonoBehaviour
No description provided
Fields
public int Amount
No description provided
public Vector2 Delta
No description provided
Methods
public void Start()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AtomBombBehaviour.html
Title: People Playground Modding - AtomBombBehaviour
==================================================
public class AtomBombBehaviour
Inherits MonoBehaviour, Messages.IUse
No description provided
Fields
public GameObject ExplosionPrefab
[SkipSerialisation]
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AtomBombExplosionBehaviour.html
Title: People Playground Modding - AtomBombExplosionBehaviour
==================================================
public class AtomBombExplosionBehaviour
Inherits MonoBehaviour
[System.Obsolete]
NewAtomBombExplosionBehaviour is the "new" implementation. Both are quite old at this point.
Fields
public CircleCollider2D ShockwaveCollider
No description provided
public DeleteAfterTime DeleteAfterTime
No description provided
public SpriteRenderer ShockwaveRenderer
No description provided
public float ShockwaveStrength
No description provided
public float InverseSquareLawMultiplier
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AudioSourceTimeScaleBehaviour.html
Title: People Playground Modding - AudioSourceTimeScaleBehaviour
==================================================
public class AudioSourceTimeScaleBehaviour
Inherits MonoBehaviour
No description provided
Fields
public bool IsAmbience
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AudioSourceToggleBehaviour.html
Title: People Playground Modding - AudioSourceToggleBehaviour
==================================================
public class AudioSourceToggleBehaviour
Inherits MonoBehaviour
Toggles an audio source when Toggle is called. This exists because I hate Unity.
Fields
public AudioSource AudioSource
No description provided
Methods
public void Toggle()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/AutomaticSentryController.html
Title: People Playground Modding - AutomaticSentryController
==================================================
public class AutomaticSentryController
[SkipSerialisation]
A brain for automatic sentry turrets.
Fields
public float SightRange
Maximum target distance
public UnityEvent OnShoot
Invoked when the sentry wants to shoot
public UnityEvent OnSight
Invoked when the sentry sees a target
public LayerMask LayerMask
The layers to scan for
public float AimFuzziness
The shooting accuracy threshold. The higher this value, the sooner the turret starts shooting at the target regardless of how well it has a shot
public float MaxAngle
No description provided
Properties
public bool HasTarget
Does the turret have an active target?
public LimbBehaviour Target
No description provided
Methods
public (constructor) AutomaticSentryController()
No description provided
public void GetTargetMotorSpeed(Transform transform, Vector2 worldspaceBarrelPosition, Vector2 worldspaceBarrelDirection, out float motorSpeed)
Provided a parent transform, barrel position in world space, and a barrel direction in world space, this method will spit out the desired joint motor speed. This method is usually called every fixed update and the resulting motor speed is assigned directly to a motor.
public void ResetTargets()
No description provided

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@@ -0,0 +1,16 @@
URL: https://wiki.studiominus.nl/internalReference/AutomaticWheelJointCreator.html
Title: People Playground Modding - AutomaticWheelJointCreator
==================================================
public class AutomaticWheelJointCreator
Inherits MonoBehaviour
No description provided
Fields
public Rigidbody2D[] Wheels
No description provided
public float Frequency
No description provided
public float Dampening
No description provided

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URL: https://wiki.studiominus.nl/internalReference/BackgroundItemLoader.html
Title: People Playground Modding - BackgroundItemLoader
==================================================
public class BackgroundItemLoader
Inherits MonoBehaviour
No description provided
Fields
public Map[] BuiltInMaps
No description provided
public Sprite SteamWorkshopThumbnail
No description provided
public bool Finished
No description provided
Properties
public static BackgroundItemLoader Instance { get; private set; }
No description provided
Methods
public void ProcessModCompilationResult((ModCompilationResult result, ModScript script) tuple, ModMetaData mod)
No description provided
public async Task<(ModCompilationResult result, ModScript script)> CompileMod(ModMetaData mod)
No description provided
public IEnumerator DoAsyncTask(Func<Task> action, string name, string description, Sprite sprite = null)
No description provided

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@@ -0,0 +1,37 @@
URL: https://wiki.studiominus.nl/internalReference/BackgroundItemLoaderStatusBehaviour.html
Title: People Playground Modding - BackgroundItemLoaderStatusBehaviour
==================================================
public class BackgroundItemLoaderStatusBehaviour
Inherits MonoBehaviour
Behaviour that controls the little loading box in the bottom center of the screen
Fields
public Sprite DefaultThumbnailSprite
The fallback sprite for when there is no sprite given
public TextMeshProUGUI TitleMesh
[Space]
A reference to the text mesh for the title
public TextMeshProUGUI StateMesh
A reference to the text mesh for the status
public Image ThumbnailImage
A reference to the image element for the thumbnail
Properties
public static BackgroundItemLoaderStatusBehaviour Instance { get; private set; }
The main instance of this singleton
Methods
public void SetDisplayData(string name, Sprite thumbnail)
Set the current title and sprite to display
public static void SetDisplayState(string state)
Set the current status to display
public static void Show(string name, Sprite thumbnail)
Show the loading box
public static void Hide()
Hide the loading box

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URL: https://wiki.studiominus.nl/internalReference/BallisticsEmitter.html
Title: People Playground Modding - BallisticsEmitter
==================================================
public class BallisticsEmitter
Inherits IDisposable
No description provided
Nested types
BallisticsEmitter.CallbackParams
Fields
public ExplosionCreator.ExplosionParameters ExplosiveRoundParams
No description provided
public readonly UnityEvent<LineRenderer> OnTracerCreation
No description provided
Properties
public uint MaxBallisticsIterations { get; set; }
No description provided
public float MaxTotalDistance { get; set; }
No description provided
public float ThicknessStepSize { get; set; }
No description provided
public float RicochetChanceMultiplier { get; set; }
No description provided
public float MaxRange { get; set; }
No description provided
public float MaterialHardnessMultiplier { get; set; }
No description provided
public float ImpactForceMultiplier { get; set; }
No description provided
public LayerMask LayersToHit { get; set; }
No description provided
public LayerMask WaterLayer { get; set; }
No description provided
public bool DoTraversal { get; set; }
No description provided
public float TracerWidth { get; set; }
No description provided
public bool RenderTracersIfTraversal { get; set; }
No description provided
public float BulletDropMultiplier { get; set; }
No description provided
public float Charge { get; set; }
No description provided
public float BulletCrackSpeedThreshold { get; set; }
No description provided
public float BulletCrackChance { get; set; }
No description provided
public float BulletCrackCooldownTime { get; set; }
No description provided
public bool ExplosiveRound { get; set; }
No description provided
public bool ExplodeAtHitPoint { get; set; }
No description provided
public MonoBehaviour ConnectedBehaviour { get; set; }
No description provided
public Cartridge Cartridge { get; set; }
No description provided
public System.Action<CallbackParams> BulletEntryCallback { get; set; }
No description provided
public System.Action<CallbackParams> BulletExitCallback { get; set; }
No description provided
public System.Action<CallbackParams> BulletRicochetCallback { get; set; }
No description provided
public UnityEngine.Events.UnityEvent<CallbackParams> BulletEntryEvent { get; set; }
No description provided
Methods
public (constructor) BallisticsEmitter(MonoBehaviour connectedBehaviour, Cartridge cartridge)
No description provided
public void Emit(Vector2 origin, Vector2 direction)
No description provided
public void Dispose()
No description provided

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@@ -0,0 +1,19 @@
URL: https://wiki.studiominus.nl/internalReference/BallisticsEmitter_CallbackParams.html
Title: People Playground Modding - BallisticsEmitter.CallbackParams
==================================================
public struct CallbackParams
This nested type resides in BallisticsEmitter
No description provided
Fields
public Collider2D HitObject
No description provided
public Vector2 SurfaceNormal
No description provided
public Vector2 Direction
No description provided
public Vector2 Position
No description provided

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URL: https://wiki.studiominus.nl/internalReference/BalloonBehaviour.html
Title: People Playground Modding - BalloonBehaviour
==================================================
public class BalloonBehaviour
Inherits MonoBehaviour, Messages.IExitShot, Messages.IShot, Messages.IStabbed, Messages.IBreak, Messages.IOnFragmentHit, Messages.IOnInsideVacuum
No description provided
Fields
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
No description provided
public GameObject PoppedEffect
[SkipSerialisation]
No description provided
public float CollisionPressureThreshold
[SkipSerialisation]
No description provided
Methods
public void ExitShot(Shot shot)
No description provided
public void Shot(Shot shot)
No description provided
public void OnFragmentHit(float force)
No description provided
public void Break(Vector2 velocity = default(Vector2))
No description provided
public void Stabbed(Stabbing stab)
No description provided
public void Pop()
No description provided
public void OnInsideVacuum()
No description provided

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URL: https://wiki.studiominus.nl/internalReference/BandageBehaviour.html
Title: People Playground Modding - BandageBehaviour
==================================================
public class BandageBehaviour
Inherits MonoBehaviour
[System.Obsolete]
Does absolutely nothing lmao. See AppliedBandageBehaviour for the in-game bandage tool behaviour

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URL: https://wiki.studiominus.nl/internalReference/BandageWireTool.html
Title: People Playground Modding - BandageWireTool
==================================================
public class BandageWireTool
Inherits SpringJointWireTool
No description provided
Properties
protected override bool ShouldPrioritiseInitialGameObject
No description provided
Methods
protected override void Awake()
No description provided
public override void OnToolChosen()
No description provided
protected override void OnJointCreate(SpringJoint2D joint)
No description provided

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@@ -0,0 +1,29 @@
URL: https://wiki.studiominus.nl/internalReference/BaseBoltBehaviour.html
Title: People Playground Modding - BaseBoltBehaviour
==================================================
public abstract class BaseBoltBehaviour
Inherits MonoBehaviour
Base class for an energy weapon bolt
Fields
public float Speed
Speed of the projectile
public LayerMask Layers
Layers to collide with
Methods
public abstract bool ShouldReflect(RaycastHit2D hit)
The conditions that will be evaluated on hit. If this function returns true, the projectile will bounce off.
protected abstract void OnHit(RaycastHit2D hit)
Called when the projectile impacts something
public virtual float GetSpeedMultiplier()
Should return the final speed multiplier. Base implementation returns 1
protected virtual void Update()
No description provided
protected bool DoHitCheck(float distance)
No description provided

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URL: https://wiki.studiominus.nl/internalReference/BaseControlNames.html
Title: People Playground Modding - BaseControlNames
==================================================
public struct BaseControlNames
Struct containing all control codenames that exist in the vanilla game
Fields
public const string Drag
Drag control (clicking and such)
Constant value: "drag"
public const string Pan
Pan control (using the mouse)
Constant value: "pan"
public const string PanLeft
Pan left using the keyboard
Constant value: "panLeft"
public const string PanRight
Pan right using the keyboard
Constant value: "panRight"
public const string PanUp
Pan up using the keyboard
Constant value: "panUp"
public const string PanDown
Pan left using the keyboard
Constant value: "panDown"
public const string ZoomIn
Zoom in using the keyboard
Constant value: "zoomIn"
public const string ZoomOut
Zoom out using the keyboard
Constant value: "zoomOut"
public const string Pause
Toggle the pause menu
Constant value: "pause"
public const string ToggleDetailView
Toggle the detail view (limb status, explosion radius, etc.)
Constant value: "toggleLimbStatus"
public const string ToggleSlowMotion
Toggle slow motion
Constant value: "slowmo"
public const string PauseTime
Toggle time
Constant value: "time"
public const string Copy
Copy shortcut
Constant value: "copy"
public const string Paste
Paste shortcut
Constant value: "paste"
public const string Snap
Drag and rotation snapping
Constant value: "snap"
public const string SnapToCenter
Tool location snap to center of mass
Constant value: "snapToCenter"
public const string RotateRight
Rotate selection right
Constant value: "right"
public const string RotateLeft
Rotate selection left
Constant value: "left"
public const string FastRotation
Speed up rotation / uniform resizing / multiselect
Constant value: "fast"
public const string UniformResizing
No description provided
Constant value: FastRotation
public const string Multiselect
No description provided
Constant value: UniformResizing
public const string Activate
Activate selection
Constant value: "activateDirect"
public const string Delete
Delete selection
Constant value: "delete"
public const string ContextMenu
Open the context menu
Constant value: "context"
public const string ToggleToybox
Toggle the toybox (left panel)
Constant value: "toybox"
public const string ToggleUserInterface
Toggle game UI
Constant value: "toggleUi"
public const string ToggleToolPowerTab
Toggle the right panel between controls and powers
Constant value: "toolPowerToggle"
public const string Undo
Remove the last creation
Constant value: "undo"
public const string SpawnRight
Spawn an object facing right (default)
Constant value: "spawnRight"
public const string SpawnLeft
Spawn an object facing left (flipped)
Constant value: "spawnLeft"
public const string SelectMultiple
Hold to select multiple objects in the map editor
Constant value: "selectMultiple"
public const string LocalSpaceTransform
Hold to use local space when transforming things
Constant value: "localSpaceTransform"
public const string FreezeUnderCursor
Optional keybind to freeze the selected objects
Constant value: "freezeSelection"
public const string IgniteSelection
Optional keybind to ignite the selected objects
Constant value: "igniteSelection"
public const string ResizeSelection
Optional keybind to resize the selected objects
Constant value: "resizeSelection"
public const string ToggleHoveringHighlights
Optional keybind to toggle hovering highlights
Constant value: "toggleHoveringHighlights"
public const string ToggleThermalVision
Optional keybind to toggle hovering highlights
Constant value: "toggleThermalVision"
public const string ChooseObjectUnderCursor
Optional keybind to equip the object under the cursor
Constant value: "eyedrop"
public const string MoveLayerDown
Move the selected objects a layer down
Constant value: "arrangeDown"
public const string MoveLayerUp
Move the selected objects a layer up
Constant value: "arrangeUp"
public const string BringToFront
Bring the selected objects in front of the others
Constant value: "arrangeFront"
public const string SendToBack
Send the selected objects behind the others
Constant value: "arrangeBack"
public const string ArrangeSelection
Toggle the layer editor menu for the selection
Constant value: "arrangeSelection"
public const string CreateBackup
Creates a backup within the Map Editor
Constant value: "createBackup"
public const string IncrementGrid
No description provided
Constant value: "incrementGrid"
public const string DecrementGrid
No description provided
Constant value: "decrementGrid"
public const string IncrementAngleSnap
No description provided
Constant value: "incrementAngleSnap"
public const string DecrementAngleSnap
No description provided
Constant value: "decrementAngleSnap"

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URL: https://wiki.studiominus.nl/internalReference/BathroomMirrorController.html
Title: People Playground Modding - BathroomMirrorController
==================================================
public class BathroomMirrorController
Inherits MonoBehaviour
[System.Obsolete]
No description provided
Fields
public RenderTexture Target
No description provided

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@@ -0,0 +1,27 @@
URL: https://wiki.studiominus.nl/internalReference/BatteryAttachmentBehaviour.html
Title: People Playground Modding - BatteryAttachmentBehaviour
==================================================
public class BatteryAttachmentBehaviour
Inherits FirearmAttachmentBehaviour, Messages.IOnEMPHit
No description provided
Fields
public float BaseCharge
[SkipSerialisation]
No description provided
Methods
public override void OnConnect()
No description provided
public override void OnFire()
No description provided
public override void OnHit(BallisticsEmitter.CallbackParams args)
No description provided
public override void OnDisconnect()
No description provided
public void OnEMPHit()
No description provided

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@@ -0,0 +1,59 @@
URL: https://wiki.studiominus.nl/internalReference/BeamCannonBehaviour.html
Title: People Playground Modding - BeamCannonBehaviour
==================================================
public class BeamCannonBehaviour
Inherits CanShoot, Messages.IUse
Controls the detached beam cannon
Fields
public Vector2 barrelPosition
Local barrel position
public Vector2 barrelDirection
Local barrel direction vector
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
Reference to the object's PhysicalBehaviour
public LineRenderer LineRenderer
[SkipSerialisation]
Reference to the object's LineRenderer
public SpriteRenderer GlowSprite
[SkipSerialisation]
Reference to the object's renderer for the lighting
public AudioSource AudioSource
[SkipSerialisation]
Reference to the audio source that is used to play cannon noises
public float OverchargeThreshold
[SkipSerialisation]
Determines how much charge is necessary to make the cannon beam go through everything forever
public float ScreenShake
[SkipSerialisation]
Amount of screenshake when shot
public float Recoil
[SkipSerialisation]
Amount of recoil
public LayerMask LayerMask
[SkipSerialisation]
The layers to hit
Properties
public override Vector2 BarrelPosition
No description provided
public Vector2 BarrelDirection
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided
public override void Shoot()
No description provided

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@@ -0,0 +1,68 @@
URL: https://wiki.studiominus.nl/internalReference/BeamformerBehaviour.html
Title: People Playground Modding - BeamformerBehaviour
==================================================
public class BeamformerBehaviour
Inherits MonoBehaviour, Messages.IUse
No description provided
Fields
public AudioSource AudioSource
[SkipSerialisation]
No description provided
public Vector3 barrelPosition
No description provided
public Vector3 barrelDirection
No description provided
public float TemperatureCooldown
No description provided
public ParticleSystem MuzzleFlash
[SkipSerialisation]
No description provided
public LineRenderer AimLineRenderer
[SkipSerialisation]
No description provided
public LineRenderer BeamLineRenderer
[SkipSerialisation]
No description provided
public LayerMask LayersToHit
No description provided
public Rigidbody2D rigidBody
[SkipSerialisation]
No description provided
public float BeamRange
No description provided
public float ExplosionForce
No description provided
public float DirectionalForce
No description provided
public float RecoilForce
No description provided
public float BeamWidth
No description provided
Properties
public Vector2 BarrelPosition { get; }
No description provided
public Vector2 BarrelDirection { get; }
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided
public void Shoot()
No description provided

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@@ -0,0 +1,82 @@
URL: https://wiki.studiominus.nl/internalReference/BeamRepeaterBehaviour.html
Title: People Playground Modding - BeamRepeaterBehaviour
==================================================
public class BeamRepeaterBehaviour
Inherits CanShoot, Messages.IUseContinuous, Messages.IUse
No description provided
Fields
public Vector2 barrelPosition
Local barrel position
public Vector2 barrelDirection
Local barrel direction vector
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
Reference to the object's PhysicalBehaviour
public LineRenderer LaserRenderer
[SkipSerialisation]
No description provided
public AudioClip[] ShootSounds
[SkipSerialisation]
No description provided
public AudioSource AudioSource
[SkipSerialisation]
No description provided
public int ShootRate
[SkipSerialisation]
No description provided
public float AimRandomness
[SkipSerialisation]
No description provided
public float ScreenShake
[SkipSerialisation]
Amount of screenshake when shot
public LayerMask LayerMask
[SkipSerialisation]
The layers to hit
public ParticleSystem Muzzleflash
[SkipSerialisation]
No description provided
public GameObject ImpactPoolable
[SkipSerialisation]
No description provided
public float Recoil
[SkipSerialisation]
Amount of recoil
public float Knockback
[SkipSerialisation]
No description provided
public float LimbDamage
[SkipSerialisation]
No description provided
Properties
public override Vector2 BarrelPosition
No description provided
public Vector2 BarrelDirection
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided
public void UseContinuous(ActivationPropagation activation)
No description provided
public override void Shoot()
No description provided

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@@ -0,0 +1,19 @@
URL: https://wiki.studiominus.nl/internalReference/BehaviourManager.html
Title: People Playground Modding - BehaviourManager<T>
==================================================
public abstract class BehaviourManager
Inherits MonoBehaviour
Base class for behaviour managers like LimbBehaviourManager. They replace and speed up Unity's default nightmare message system hell way of updating things. It also provides some certainty when it comes to updating order and allows more update passes.
Methods
protected abstract IList<T> GetCollection()
Should return the collection of behaviours in the world, usually handled by the behaviour itself using a static collection that it adds and removes itself to and from.
protected virtual void Update()
Run the main update pass. Calls IManagedBehaviour.ManagedUpdate for every existing item in the collection if IManagedBehaviour.ShouldUpdate returns true.
protected virtual void FixedUpdate()
Run the fixed update pass. Calls IManagedBehaviour.ManagedFixedUpdate for every existing item in the collection if IManagedBehaviour.ShouldUpdate returns true.
protected virtual void LateUpdate()
Run the late update pass. Calls IManagedBehaviour.ManagedLateUpdate for every existing item in the collection if IManagedBehaviour.ShouldUpdate returns true.

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@@ -0,0 +1,27 @@
URL: https://wiki.studiominus.nl/internalReference/BellBehaviour.html
Title: People Playground Modding - BellBehaviour
==================================================
public class BellBehaviour
Inherits MonoBehaviour, Messages.IUse
This controls the old bells. You're probably looking for UniversalBellBehaviour
Fields
public PhysicalBehaviour PhysicalBehaviour
[SkipSerialisation]
No description provided
public int Counter
[HideInInspector]
No description provided
public float Intensity
[SkipSerialisation]
No description provided
public float Offset
[SkipSerialisation]
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided

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@@ -0,0 +1,24 @@
URL: https://wiki.studiominus.nl/internalReference/BellClip.html
Title: People Playground Modding - BellClip
==================================================
public class BellClip
[System.Serializable]
Represents a bell's note
Fields
public string Name
Codename
public PianoKey Key
The PianoKey that this bell plays
public int Octave
The octave at which the note is played
public AudioClip Clip
[Space]
The actual clip that is played
Methods
public string GetDisplayName(bool shorten = false)
Build the display name

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@@ -0,0 +1,10 @@
URL: https://wiki.studiominus.nl/internalReference/BellClipContainer.html
Title: People Playground Modding - BellClipContainer
==================================================
public class BellClipContainer
Inherits MonoBehaviour
Contains all sounds for bells to prevent each bell having an entire array of bell clips
Fields
public List<BellClip> BellClips
Every BellClip that can be played

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@@ -0,0 +1,64 @@
URL: https://wiki.studiominus.nl/internalReference/BetterLightMapGenerator.html
Title: People Playground Modding - BetterLightMapGenerator
==================================================
public class BetterLightMapGenerator
Inherits MonoBehaviour
No description provided
Nested types
BetterLightMapGenerator.BoundingBox
BetterLightMapGenerator.Vertex
BetterLightMapGenerator.Properties
Fields
public static BetterLightMapGenerator Main
No description provided
public ComputeShader LightmapComputeShader
No description provided
public List<LightmapChunkBehaviour> Chunks
[Space]
No description provided
public Dictionary<LM_ObjectProperties, Vertex[]> Objects
[Space]
No description provided
public TextMeshProUGUI InformationText
[Space] [Header("UI")]
No description provided
public LoadingBarBehaviour ProgressBar
No description provided
public GameObject GenerationUI
No description provided
public bool finished
No description provided
Methods
public void BeginGen()
[ContextMenu("Generate Lightmap")]
No description provided
public void Render()
No description provided
public void ClearLightmaps()
No description provided
public void UpdateMapVerts()
Generates / regenerates the vertices in storage.
public static Vector2 Fit(Vector2 pos, Transform map)
Moves the vertex position to the correct position in the world.
public static Vector2 Fit(Vector2 pos, LM_ObjectProperties map)
Moves the vertex position to the correct position in the world.
public void OnDrawGizmos()
No description provided
public void OnDestroy()
No description provided

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@@ -0,0 +1,19 @@
URL: https://wiki.studiominus.nl/internalReference/BetterLightMapGenerator_BoundingBox.html
Title: People Playground Modding - BetterLightMapGenerator.BoundingBox
==================================================
public struct BoundingBox
This nested type resides in BetterLightMapGenerator
No description provided
Fields
public Vector2 Min
No description provided
public Vector2 Max
No description provided
public int Offset
Offset from the Vertex buffer
public int Length
Length to walk in the Vertex buffer

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@@ -0,0 +1,23 @@
URL: https://wiki.studiominus.nl/internalReference/BetterLightMapGenerator_Properties.html
Title: People Playground Modding - BetterLightMapGenerator.Properties
==================================================
public struct Properties
This nested type resides in BetterLightMapGenerator
No description provided
Fields
public Color Color
No description provided
public Color EmissionColor
No description provided
public float EmissionIntensity
No description provided
public float Roughness
No description provided
Methods
public (constructor) Properties(Color color, Color emitColor, float intensity, float roughness)
No description provided

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@@ -0,0 +1,19 @@
URL: https://wiki.studiominus.nl/internalReference/BetterLightMapGenerator_Vertex.html
Title: People Playground Modding - BetterLightMapGenerator.Vertex
==================================================
public struct Vertex
This nested type resides in BetterLightMapGenerator
No description provided
Fields
public Vector3 A
No description provided
public Vector3 B
No description provided
public Vector3 Normal
No description provided
public Properties Properties
No description provided

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@@ -0,0 +1,19 @@
URL: https://wiki.studiominus.nl/internalReference/BlackHoleBehaviour.html
Title: People Playground Modding - BlackHoleBehaviour
==================================================
public class BlackHoleBehaviour
Inherits MonoBehaviour
No description provided
Fields
public float RotationSpeed
No description provided
public float AttractionForce
No description provided
public float EffectRange
No description provided
public float DeletionRange
No description provided

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@@ -0,0 +1,62 @@
URL: https://wiki.studiominus.nl/internalReference/BlackHoleContainerBehaviour.html
Title: People Playground Modding - BlackHoleContainerBehaviour
==================================================
public class BlackHoleContainerBehaviour
Inherits MonoBehaviour, Messages.IOnPhaseLinkCreated, Messages.IUse
No description provided
Fields
public AudioSource AudioSource
[SkipSerialisation] [NonSerialized]
No description provided
public GameObject BlackholePrefab
[SkipSerialisation]
No description provided
public GameObject WhiteholePrefab
[SkipSerialisation]
No description provided
public GameObject VisualBH
[SkipSerialisation]
No description provided
public GameObject VisualWH
[SkipSerialisation]
No description provided
public AudioClip ContainClip
[SkipSerialisation]
No description provided
public BlackHoleContainerBehaviour Other
No description provided
public bool HasBH
No description provided
public float BlackHoleScale
The size of the black hole once created.
public bool Type
No description provided
public bool ImmortalBlackHoles
This property only exists to please some guy (he wanted to have visual black holes or something)
Methods
public void SetSize(float size)
No description provided
public void OnPhaseLinkCreated(LinkDeviceBehaviour link)
No description provided
public void Use(ActivationPropagation prop)
No description provided
public void ContainBH()
No description provided
public void ContainWH()
No description provided

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@@ -0,0 +1,66 @@
URL: https://wiki.studiominus.nl/internalReference/BlasterBehaviour.html
Title: People Playground Modding - BlasterBehaviour
==================================================
public class BlasterBehaviour
Inherits CanShoot, Messages.IUse, Messages.IUseContinuous
No description provided
Fields
public GameObject Bolt
[SkipSerialisation]
No description provided
public float Recoil
No description provided
public ParticleSystem Muzzleflash
[SkipSerialisation]
No description provided
public AudioSource blasterSoundSource
[SkipSerialisation]
No description provided
public float InaccuracyMultiplier
No description provided
public bool Automatic
No description provided
public float Interval
[ShowIf(nameof(Automatic))]
No description provided
public AudioClip[] Clips
No description provided
public float ScreenShakeMultiplier
[SkipSerialisation]
No description provided
public Vector2 barrelPosition
No description provided
public Vector2 barrelDirection
No description provided
public bool FlipMuzzleFlash
[SkipSerialisation]
No description provided
Properties
public override Vector2 BarrelPosition
No description provided
public Vector2 BarrelDirection
No description provided
Methods
public void Use(ActivationPropagation activation)
No description provided
public void UseContinuous(ActivationPropagation activation)
No description provided
public override void Shoot()
No description provided

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@@ -0,0 +1,50 @@
URL: https://wiki.studiominus.nl/internalReference/BlasterboltBehaviour.html
Title: People Playground Modding - BlasterboltBehaviour
==================================================
public class BlasterboltBehaviour
Inherits MonoBehaviour
No description provided
Fields
public float Speed
No description provided
public GameObject ImpactEffect
No description provided
public GameObject HitDecal
No description provided
public TrailRenderer Trail
No description provided
public float ImpactStrength
No description provided
public LayerMask layers
No description provided
public float damage
No description provided
public bool createHitDecal
No description provided
public bool SpawnExplosionEffect
No description provided
public bool CreateExplosion
No description provided
public float DecalSizeMultiplier
No description provided
public float TemperatureTarget
No description provided
public float ExplosionDamage
[ShowIf(nameof(CreateExplosion))]
No description provided
public DecalDescriptor ImpactDecal
No description provided

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@@ -0,0 +1,47 @@
URL: https://wiki.studiominus.nl/internalReference/BleedingParticleBehaviour.html
Title: People Playground Modding - BleedingParticleBehaviour
==================================================
public class BleedingParticleBehaviour
Inherits MonoBehaviour
No description provided
Fields
public AudioClip[] DripSounds
No description provided
public CirculationBehaviour CirculationBehaviour
No description provided
public ParticleSystem BloodParticleSystem
No description provided
public ParticleSystem WaterPuffSystem
No description provided
public CirculationBehaviour PushingTo
No description provided
public FancyBloodSplatController BloodSplatController
No description provided
public bool IsOnlyForInternalBleeding
No description provided
public float SpeedMultiplier
No description provided
public float RateMultiplier
No description provided
public float Laminarity
No description provided
public float DripSoundRateThreshold
No description provided
public bool ShouldBecomeSmokeInWater
No description provided
Methods
void Update()
No description provided

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@@ -0,0 +1,30 @@
URL: https://wiki.studiominus.nl/internalReference/Blood.html
Title: People Playground Modding - Blood
==================================================
public class Blood
Inherits Liquid
No description provided
Fields
public const string ID
No description provided
Constant value: "BLOOD"
Methods
public override string GetDisplayName()
No description provided
public (constructor) Blood()
No description provided
public override void OnEnterContainer(BloodContainer container)
No description provided
public override void OnEnterLimb(LimbBehaviour limb)
No description provided
public override void OnUpdate(BloodContainer container)
No description provided
public override void OnExitContainer(BloodContainer container)
No description provided

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@@ -0,0 +1,164 @@
URL: https://wiki.studiominus.nl/internalReference/BloodContainer.html
Title: People Playground Modding - BloodContainer
==================================================
public abstract class BloodContainer
Inherits MonoBehaviour, Messages.IOnAfterDeserialise, Messages.IOnBeforeSerialise
Abstract base class for all liquid containers
Nested types
BloodContainer.PressureDirection
BloodContainer.SerialisableDistribution
BloodContainer.RefFloat
Fields
public PhysicalBehaviour PhysBehaviour
[SkipSerialisation]
No description provided
public const float PushPressureValue
The target pressure value of PressureDirection.Push
Constant value: 4096
public const float PullPressureValue
The target pressure value of PressureDirection.Pull
Constant value: -4096
public const float RemovalThreshold
Amount of liquid that is considered "gone", and will be removed from the distribution
Constant value: 0.02f
public UnityEvent OnDistributionChange
This event is invoked when the liquid distribution changes
public List<BloodContainer> ConnectedContainers
No description provided
public float MeasuredPressure
[HideInInspector]
The current measured pressure as decided by the contents of the container, pressure mode, and other attached container
public Dictionary<Liquid, RefFloat> LiquidDistribution
[SkipSerialisation]
The current liquid distribution. Contains each liquid type and its amount in this container.
public SerialisableDistribution[] SerialisableDistributions
The distribution that is created and read during (de)serialisation.
Properties
public float TotalLiquidAmount { get; private set; }
[SkipSerialisation]
Read-only value that returns the total amount of liquid (in liquid units). See also Liquid.LiterToLiquidUnit.
public virtual float ScaledLiquidAmount
[SkipSerialisation]
Read-only value that returns the amount of liquid ranging from 0 to 1, 0 meaning empty and 1 meaning full.
public virtual PressureDirection Pressure
[SkipSerialisation]
The target pressure mode.
public virtual bool AllowsOverflow
[SkipSerialisation]
Does this container have infinite capacity? Do note that ScaledLiquidAmount may always return 0 if this is true.
public virtual bool AllowsTransfer
[SkipSerialisation]
Does this container allow liquid transfer via wires?
public virtual Vector2 Limits
[SkipSerialisation]
The set limits of the container (in liquid units). See also Liquid.LiterToLiquidUnit.
public float UpperLimit
[SkipSerialisation]
Gets the upper limit of the container, taking AllowsOverflow and Limits into account. This should be used instead of Limits to get the upper limit because it returns float.MaxValue if the container allows for overflow.
public float LowerLimit
[SkipSerialisation]
Gets the lower limit of the container. Identical to Limits.x
public bool IsComputerColourCached
[SkipSerialisation]
Is the final liquid colour up to date?
public float BloodAmount { get; set; }
[System.Obsolete]
Use TotalLiquidAmount and ForceSetAllLiquid(float) instead.
public virtual bool AllowPressureTransfer
[SkipSerialisation]
Does this container allow pressure transfer via wires?
Methods
protected virtual void Start()
No description provided
public float AddLiquid(Liquid type, float amount)
Add an amount of a liquid to the container. Returns the amount of liquid that was actually added, considering the upper limit of the container.
Use Liquid.GetLiquid(string) to get the instance of the liquid type.
public float RemoveLiquid(Liquid type, float amount)
Remove an amount of a liquid to the container. Returns the amount of liquid that was actually removed, considering the lower limit of the container.
Use Liquid.GetLiquid(string) to get the instance of the liquid type.
public void Drain(float amount)
Drain an amount of all liquids from this container.
public void DeleteEmptyLiquidEntries()
Delete empty entries from the distribution. Handled by the system, no need to call.
public void ForceSetAllLiquid(float amount)
Force set the total amount of liquid in this container. It scales each liquid in the container so that the total sum matches the given amount. The ratios of liquid will stay the same.
public void ClearLiquid()
Remove all liquid from the container.
public void ForceRecalculateTotalLiquidAmount()
Force a recalculation of TotalLiquidAmount. Should never be neccessary.
public float TransferTo(Liquid liquid, float amount, BloodContainer target)
Transfer a liquid from this container to a target container.Returns the actual amount transferred
public void CopyTo(Liquid liquid, float amount, BloodContainer target)
Copy a liquid from this container to a target container.
public float TransferTo(float amount, BloodContainer target, bool proportional = true)
Transfer all liquids from this container to a target container.Pass false to the proportional parameter to evenly spread the liquid to the target container.Passing true ensures that the ratio of liquids in the target container will match that of this container (default behaviour).Returns the actual amount transferred
public void CopyTo(float amount, BloodContainer target, bool proportional = true)
Duplicate an amount of liquid to the target container. This is different from transferring because this method does not remove liquid from the container.Pass false to the proportional parameter to evenly spread the liquid to the target container.Passing true ensures that the ratio of liquids in the target container will match that of this container (default behaviour).
public float GetAmount(Liquid liquid)
Get the amount of a particular liquid in this container.
public float GetPercentageOf(Liquid liquid)
Get the percentage of a particluar liquid in this container. Note that this will always return 0 if this container allows overflow.
protected virtual void Update()
Updates the liquids inside the container. Not calling this in the implementation will prevent liquids from mixing (and everything else they can do).
public Color ForceCalculateComputedColor(Color fallback)
Forcibly recalculate the liquid colour
public Color GetComputedColor()
No description provided
public Color GetComputedColor(Color fallback)
Get the colour of this liquid. Will return a cached result if no significant change has taken place.
protected virtual void OnLiquidEnter(Liquid type)
Called when a new liquid enters the container.
protected virtual void OnLiquidExit(Liquid type)
Called when a liquid exits the container, and no more of it is left.
public virtual void OnBeforeSerialise()
No description provided
public virtual void OnAfterDeserialise(List<GameObject> gameObjects)
No description provided
public bool IsFull(float percentage = 0.999f)
Is this container full? You can provide a minimum percentage
protected virtual void OnDestroy()
No description provided

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@@ -0,0 +1,15 @@
URL: https://wiki.studiominus.nl/internalReference/BloodContainer_PressureDirection.html
Title: People Playground Modding - BloodContainer.PressureDirection
==================================================
public enum PressureDirection
This nested type resides in BloodContainer
Target pressure modes
Push
Push liquids away. (High pressure container)
Pull
Pull liquids into the container (Negative pressure container)
None
Do nothing (Unpressurised container)

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@@ -0,0 +1,27 @@
URL: https://wiki.studiominus.nl/internalReference/BloodContainer_RefFloat.html
Title: People Playground Modding - BloodContainer.RefFloat
==================================================
public class RefFloat
This nested type resides in BloodContainer
Okay google what are pointers
Fields
public float Previous
No description provided
Properties
public float Raw { get; set; }
No description provided
Methods
public bool HasIncreased(float threshold = 0.0001f)
No description provided
public bool HasDecreased(float threshold = 0.0001f)
No description provided
public bool HasChanged(float threshold = 0.0001f)
No description provided
public (constructor) RefFloat(float v)
No description provided

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@@ -0,0 +1,14 @@
URL: https://wiki.studiominus.nl/internalReference/BloodContainer_SerialisableDistribution.html
Title: People Playground Modding - BloodContainer.SerialisableDistribution
==================================================
public struct SerialisableDistribution
This nested type resides in BloodContainer
[System.Serializable]
A liquid distribution entry used for (de)serialisation.
Fields
public string LiquidID
The liquid ID obviously
public float Amount
The amount of liquid

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@@ -0,0 +1,23 @@
URL: https://wiki.studiominus.nl/internalReference/BloodExplosionBehaviour.html
Title: People Playground Modding - BloodExplosionBehaviour
==================================================
public class BloodExplosionBehaviour
Inherits MonoBehaviour
Has references to all particle systems on the blood explosion effect.
Fields
public ParticleSystem Debris1
No description provided
public ParticleSystem Debris2
No description provided
public ParticleSystem ExtraChunks
No description provided
public FancyBloodSplatController FancyBloodSplatController
No description provided
Methods
public void SetColor(Color color)
Set the effective blood colour

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@@ -0,0 +1,32 @@
URL: https://wiki.studiominus.nl/internalReference/BloodImpactBehaviour.html
Title: People Playground Modding - BloodImpactBehaviour
==================================================
public class BloodImpactBehaviour
Inherits MonoBehaviour
Has references to all particle systems on the blood impact effect.
Fields
public ParticleSystem MainSystem
This is obsolete. You should use ParticleSystemsToAdjust
public ParticleSystem Debris
This is obsolete. You should use ParticleSystemsToAdjust
public ParticleSystem Debris2
This is obsolete. You should use ParticleSystemsToAdjust
public ParticleSystem Trail
This is obsolete. You should use ParticleSystemsToAdjust
public ParticleSystem UnderWaterPuff
This is obsolete. You should use ParticleSystemsToAdjust
public ParticleSystem[] ParticleSystemsToAdjust
No description provided
public FancyBloodSplatController FancyBloodSplatController
No description provided
Methods
public void SetColor(Color color)
Set the effective blood colour

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@@ -0,0 +1,58 @@
URL: https://wiki.studiominus.nl/internalReference/BloodTankBehaviour.html
Title: People Playground Modding - BloodTankBehaviour
==================================================
public class BloodTankBehaviour
Inherits BloodContainer, Messages.IUse
No description provided
Nested types
BloodTankBehaviour.TankMode
Fields
public ParticleSystem BloodDrainParticles
[SkipSerialisation]
No description provided
public ParticleSystem WaterPuffParticles
[SkipSerialisation]
No description provided
public FancyBloodSplatController PhysicalParticles
[SkipSerialisation]
No description provided
public TextMeshPro ModeDisplay
[SkipSerialisation]
No description provided
public LiquidContainerController LiquidContainer
[SkipSerialisation]
No description provided
public float DrainRate
No description provided
public TankMode Mode
No description provided
Properties
public override bool AllowsOverflow
No description provided
public override PressureDirection Pressure { get; }
No description provided
public override Vector2 Limits
No description provided
Methods
protected override void Start()
No description provided
public void Use(ActivationPropagation activation)
No description provided
protected override void Update()
No description provided
protected override void OnDestroy()
No description provided

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