URL: https://wiki.studiominus.nl/internalReference/PersonBehaviour.html Title: People Playground Modding - PersonBehaviour ================================================== public class PersonBehaviour Inherits AliveBehaviour, Messages.IShot No description provided Fields public List Limbs [SkipSerialisation] [HideInInspector] No description provided public float Consciousness [ProgressBar("Consciousness", 1f, EColor.Blue)] No description provided public float ShockLevel [ProgressBar("Shock", 1f, EColor.Orange)] No description provided public float PainLevel [ProgressBar("Pain", 1f, EColor.Red)] No description provided public float AdrenalineLevel [ProgressBar("Adrenaline", 1f, EColor.Violet)] No description provided public float OxygenLevel [ProgressBar("Oxygen", 1f, EColor.White)] No description provided public GameObject BloodExplosionPrefab [Space] [SkipSerialisation] No description provided public GameObject BleedingParticlePrefab [SkipSerialisation] No description provided public List Poses [Space] [SkipSerialisation] No description provided public RagdollPose ActivePose [HideInInspector] No description provided public float AngleOffset [HideInInspector] [SkipSerialisation] No description provided public float GlobalRigidityMultiplier No description provided public int OverridePoseIndex No description provided public Dictionary LinkedPoses [HideInInspector] No description provided public float Heartbeat [SkipSerialisation] Heartbeat as decided by the maximum value return by each limb's CirculationBehaviour.GetHeartRate public Material DefaultMaterial [SkipSerialisation] [FormerlySerializedAs("DefaultMateral")] Limb material to choose when the legacy gore user setting is disabled. Fallback to default if null public Material LegacyMaterial [SkipSerialisation] Limb material to choose when the legacy gore user setting is enabled. Fallback to default if null public Material GorelessMaterial [SkipSerialisation] Limb material to choose when the goreless user setting is enabled. Fallback to default sprite if null public GameObject PoolableImpactEffect [SkipSerialisation] Effect to request from the pool if this object was shot with its uppemost 2 layers still visible (not just skeleton). Can be null. public float ImpactEffectShotDamageThreshold [SkipSerialisation] Shot damage necessary to potentially create the impact effect PoolableImpactEffect public AudioClip[] DismembermentClips [SkipSerialisation] No description provided public AudioClip[] BoneBreakClips [SkipSerialisation] No description provided public List Heads [SkipSerialisation] No description provided public LimbBehaviour MainHead No description provided public bool RandomisedSize No description provided public bool CountDeathAsStat No description provided public bool HasAlreadyBeenDeadOnce [HideInInspector] No description provided public bool Braindead Is the brain still working? Returns false if it isn't. public bool BrainDamaged Has the being sustained a permanent brain injury? public float BrainDamagedTime [HideInInspector] Amount public float SeizureTime [HideInInspector] Current seizure intensity public float DesiredWalkingDirection When set to a non-zero value, the entity will start walking to left or right, depending on the sign. This won't do anything if the entity is phyiscally incapable. This value automatically approaches 0 over time, so if you want the entity to keep moving you have to continually set this value. Properties public float BalanceOffset { private set; get; } [SkipSerialisation] No description provided public float AverageHealth { private set; get; } [SkipSerialisation] No description provided public float AverageSpeed { private set; get; } [SkipSerialisation] No description provided public float AverageAngle { private set; get; } [System.Obsolete] No description provided public float AverageFireIntensity { private set; get; } [SkipSerialisation] No description provided public float AverageWetness { private set; get; } [SkipSerialisation] No description provided public bool IsTouchingFloor { private set; get; } [SkipSerialisation] No description provided public Material ChosenMaterial The actual limb material determined by the Gore shader / Goreless setting. Can be null. Methods public void CreatePose() [ContextMenu("Create new pose")] [Button("Create new pose")] No description provided public void InitialiseAllPoses() [ContextMenu("Initialise all poses")] [Button("Initialise all poses")] No description provided public void SetPose(RagdollPose pose) No description provided public void AddPain(float intensity) No description provided public void Shot(Shot shot) No description provided public void Wince(float i = 150) No description provided public override bool IsAlive() No description provided public void SetBodyTextures(Texture2D skin, Texture2D flesh = null, Texture2D bone = null, float scale = 1) No description provided public void SetBruiseColor(byte red, byte green, byte blue) No description provided public void SetSecondBruiseColor(byte red, byte green, byte blue) No description provided public void SetThirdBruiseColor(byte red, byte green, byte blue) No description provided public void SetBloodColour(byte red, byte green, byte blue) No description provided public void SetRottenColour(byte red, byte green, byte blue) No description provided public bool HeadsMeetCondition(Func condition) Checks if both of the heads meet a certain condition public bool AnyHeadMeetCondition(Func condition) Checks if any of the heads meet a certain condition