109 lines
2.6 KiB
Plaintext
109 lines
2.6 KiB
Plaintext
URL: https://wiki.studiominus.nl/internalReference/SkinMaterialHandler.html
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Title: People Playground Modding - SkinMaterialHandler
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==================================================
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public class SkinMaterialHandler
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Inherits MonoBehaviour, Messages.IStabbed, Messages.IOnAfterDeserialise
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Controls limb appearance.
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Fields
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public new SpriteRenderer renderer
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[SkipSerialisation] [ReadOnly]
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No description provided
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public LimbBehaviour limb
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[SkipSerialisation] [ReadOnly]
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No description provided
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public bool BluntDamageRegen
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[SkipSerialisation]
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No description provided
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public bool GunshotDamageRegen
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[SkipSerialisation]
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No description provided
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public bool BurnWoundRegen
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[SkipSerialisation]
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No description provided
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public bool TrackWoundAge
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[SkipSerialisation]
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No description provided
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public List<SkinMaterialHandler> adjacentLimbs
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[SkipSerialisation]
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No description provided
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public bool ShouldRecolourWhenCold
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No description provided
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public bool ShouldGlowWhenHot
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No description provided
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public int MaxGlowTemperature
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No description provided
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public int MinFreezeTemperature
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No description provided
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public Vector4[] damagePoints
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[HideInInspector]
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No description provided
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public float[] damagePointTimeStamps
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[HideInInspector]
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No description provided
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public int currentDamagePointCount
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[HideInInspector]
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No description provided
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public float intensityMultiplier
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No description provided
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public bool ShouldRot
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[SkipSerialisation] [HideInInspector]
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No description provided
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public Vector4[] bulletHolePoints
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[SkipSerialisation] [HideInInspector] [System.Obsolete]
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Remnant of 1.23 and older
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Properties
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public bool IsSkinVisible
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[SkipSerialisation]
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No description provided
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public bool IsFleshVisible
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[SkipSerialisation]
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No description provided
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public float RottenProgress { get; set; }
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No description provided
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public float AcidProgress { get; set; }
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No description provided
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Methods
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public void OnAfterDeserialise(List<GameObject> gameObjects)
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No description provided
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public void AddDamagePoint(DamageType type, Vector2 globalPosition, float intensity)
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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
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public void ImpactDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false)
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[System.Obsolete]
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No description provided
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public void ShotDamage(float intensity, Vector3 globalPosition, bool fromAdjacent = false)
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[System.Obsolete]
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No description provided
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public void Sync()
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No description provided
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public void ClearAllDamage()
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No description provided
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public void Stabbed(Stabbing stabbing)
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No description provided |