122 lines
4.0 KiB
Plaintext
122 lines
4.0 KiB
Plaintext
URL: https://wiki.studiominus.nl/internalReference/WireBehaviour.html
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Title: People Playground Modding - WireBehaviour
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==================================================
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public abstract class WireBehaviour
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Inherits Hover, Messages.ISlice
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The base class for all wire behaviours. Handles rendering, physics, and input.
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Fields
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public LineRenderer lineRenderer
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[SkipSerialisation] [HideInInspector]
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The line renderer used to render the wire.
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public AnchoredJoint2D untypedJoint
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[SkipSerialisation]
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The joint. The specific joint type is unknown and is usually exposed by the actual implementation of this class.
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public Transform lineChild
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[SkipSerialisation] [HideInInspector]
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The transform of the renderer. This is not the transform of the behaviour itself. The renderer is attached to a child object.
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public PhysicalBehaviour physicalBehaviour
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The PhysicalBehaviour of the object this behaviour is attached to.
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public PhysicalBehaviour otherPhysicalBehaviour
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The PhysicalBehaviour on the other end. This is null if the wire is attached to the background.
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protected Vector3[] vertices
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[SkipSerialisation]
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The vertices of the visual wire that is rendered.
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protected Vector2[] points2d
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[SkipSerialisation]
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The 2D vertices of the visual wire that is rendered.
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public Vector2 Joint_ConnectedAnchor
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[System.Obsolete]
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The connected anchor of the joint as given by the tool behaviour. It is obsolete and does nothing.
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public Vector2 Joint_Anchor
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[System.Obsolete]
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The local anchor of the joint as given by the tool behaviour. It is obsolete and does nothing.
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public Material WireMaterial
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[SkipSerialisation]
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The material for the renderer.
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public float WireWidth
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The width of the wire.
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public Color WireColor
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The colour of the wire used by the renderer.
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public readonly Color LegacyColour
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[SkipSerialisation]
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The colour of a wire from an older version of the game. Used for deserialisation.
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public string WireMaterialName
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The Resource name for the material. Used for serialisation and deserialisation. Disgusting.
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protected bool shouldIgnoreUpdate
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[SkipSerialisation]
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Should the wire update at all? This is a redundant member that exists just to guarantee that nothing is updated when the wire is about to be destroyed.
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protected bool usedToHaveConnectedBody
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Did this wire have a connected body at some point?
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protected Vector2 currentConnectedAnchor
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The connected anchor of the joint .
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protected Vector2 currentAnchor
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The local anchor of the joint as given by the tool behaviour.
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public float currentBreakingForce
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The current breaking force of the joint as given by the tool behaviour.
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public static Dictionary<PhysicalBehaviour, List<WireBehaviour>> WireDictionary
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No description provided
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Properties
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protected EdgeCollider2D EdgeCollider
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[SkipSerialisation] [System.Obsolete]
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The generated edge collider.
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Methods
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public virtual int GetVertexCount()
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Should return the amount of vertices in the wire. 12 by default. Meant to be implemented by the actual implementation.
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protected void Initialise()
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Initialises objects that need to exist.
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protected virtual void Update()
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The base class updates the renderer and handles input.
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public override void OnMouseOverlapEvent(bool overlap)
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No description provided
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protected override void OnDestroy()
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No description provided
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public virtual void Slice()
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A message receiver that is called by things like lasers and Beamrifles. It disconnects the joint and destroys the wire.
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public void SetColor(Color color)
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Forcefully sets the wire colour. May not work for some implementations.
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public void SetThickness(float thickness)
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Forcefully sets the wire thickness. May not work for some implementations.
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protected override Bounds GetVisualBounds()
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No description provided
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protected override bool IsMouseInsideCollider()
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No description provided
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protected virtual void JointBroken()
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Is called when the joint breaks. Base class does nothing.
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protected virtual void Tick()
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Is called every fixed update step. Base class does nothing.
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protected virtual void Created()
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Is called when the wire is created. Base class does nothing. |