URL: https://wiki.studiominus.nl/internalReference/SkinMaterialHandler.html Title: People Playground Modding - SkinMaterialHandler ================================================== public class SkinMaterialHandler Inherits MonoBehaviour, Messages.IStabbed, Messages.IOnAfterDeserialise Controls limb appearance. Fields public new SpriteRenderer renderer [SkipSerialisation] [ReadOnly] No description provided public LimbBehaviour limb [SkipSerialisation] [ReadOnly] No description provided public bool BluntDamageRegen [SkipSerialisation] No description provided public bool GunshotDamageRegen [SkipSerialisation] No description provided public bool BurnWoundRegen [SkipSerialisation] No description provided public bool TrackWoundAge [SkipSerialisation] No description provided public List adjacentLimbs [SkipSerialisation] No description provided public bool ShouldRecolourWhenCold No description provided public bool ShouldGlowWhenHot No description provided public int MaxGlowTemperature No description provided public int MinFreezeTemperature No description provided public Vector4[] damagePoints [HideInInspector] No description provided public float[] damagePointTimeStamps [HideInInspector] No description provided public int currentDamagePointCount [HideInInspector] No description provided public float intensityMultiplier No description provided public bool ShouldRot [SkipSerialisation] [HideInInspector] No description provided public Vector4[] bulletHolePoints [SkipSerialisation] [HideInInspector] [System.Obsolete] Remnant of 1.23 and older Properties public bool IsSkinVisible [SkipSerialisation] No description provided public bool IsFleshVisible [SkipSerialisation] No description provided public float RottenProgress { get; set; } No description provided public float AcidProgress { get; set; } No description provided Methods public void OnAfterDeserialise(List gameObjects) No description provided public void AddDamagePoint(DamageType type, Vector2 globalPosition, float intensity) Add a damage point to the limb. See DamagePoint. Note that intensity can range from 0 to 100, and will be clamped down to these values public void ImpactDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false) [System.Obsolete] No description provided public void ShotDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false) [System.Obsolete] No description provided public void Sync() No description provided public void ClearAllDamage() No description provided public void Stabbed(Stabbing stabbing) No description provided