Class PlayerRagdoll
- Namespace
- DefaultNamespace
- Assembly
- Assembly-CSharp.dll
public class PlayerRagdoll : MonoBehaviour
- Inheritance
-
PlayerRagdoll
- Inherited Members
-
- Extension Methods
-
Constructors
PlayerRagdoll()
Fields
RagdollIfFellForLongerThan
public static float RagdollIfFellForLongerThan
Field Value
- float
addOpposingForce
public bool addOpposingForce
Field Value
- bool
angularDrag
Field Value
- float
bodypartDict
public Dictionary<BodypartType, Bodypart> bodypartDict
Field Value
- Dictionary<BodypartType, Bodypart>
bodypartList
public List<Bodypart> bodypartList
Field Value
- List<Bodypart>
clearSavedCollisionsMarker
public ProfilerMarker clearSavedCollisionsMarker
Field Value
- ProfilerMarker
colliders
public Collider[] colliders
Field Value
- Collider[]
collisionAction
public Action<Collision, Bodypart> collisionAction
Field Value
- Action<Collision, Bodypart>
collisionsToHandle
public List<BodyPartCollision> collisionsToHandle
Field Value
- List<BodyPartCollision>
drag
Field Value
- float
dragMarker
public ProfilerMarker dragMarker
Field Value
- ProfilerMarker
followAnimMarker
public ProfilerMarker followAnimMarker
Field Value
- ProfilerMarker
force
Field Value
- float
groundRaycastMarker
public ProfilerMarker groundRaycastMarker
Field Value
- ProfilerMarker
handleCollisionsMarker
public ProfilerMarker handleCollisionsMarker
Field Value
- ProfilerMarker
isSplit
Field Value
- bool
player
Field Value
- Player
ragdollSound
public SFX_Instance[] ragdollSound
Field Value
- SFX_Instance[]
ragdollSoundTime
public float ragdollSoundTime
Field Value
- float
rigList
public List<Rigidbody> rigList
Field Value
- List<Rigidbody>
simplifiedFollowAnimMarker
public ProfilerMarker simplifiedFollowAnimMarker
Field Value
- ProfilerMarker
torque
Field Value
- float
Methods
AddForce(Vector3, ForceMode)
public void AddForce(Vector3 force, ForceMode forceMode)
Parameters
force Vector3
forceMode ForceMode
AddForce(Vector3, ForceMode, Vector3, float)
public void AddForce(Vector3 force, ForceMode forceMode, Vector3 position, float radius)
Parameters
force Vector3
forceMode ForceMode
position Vector3
radius float
AddItem(ItemInstance)
public void AddItem(ItemInstance item)
Parameters
item ItemInstance
BodyChanged()
public void BodyChanged()
BodyPartCollision(Collision, Bodypart)
public void BodyPartCollision(Collision collision, Bodypart bodypart)
Parameters
collision Collision
bodypart Bodypart
CallFall(float)
public void CallFall(float seconds)
Parameters
seconds float
ClearSavedCollisions()
public void ClearSavedCollisions()
DoInit()
Drag()
public void ExtraDrag(float extraDrag)
Parameters
extraDrag float
Fall(float)
public void Fall(float fallTime)
Parameters
fallTime float
FixedUpdateHandled()
public void FixedUpdateHandled()
FollowAnim()
FollowAnimSimplified()
public void FollowAnimSimplified()
GetBodyPartID(Bodypart)
public int GetBodyPartID(Bodypart part)
Parameters
part Bodypart
Returns
- int
GetBodyPartID(BodypartType)
public int GetBodyPartID(BodypartType part)
Parameters
part BodypartType
Returns
- int
GetBodypart(BodypartType)
public Bodypart GetBodypart(BodypartType bodypartType)
Parameters
bodypartType BodypartType
Returns
- Bodypart
GetBodypartFromCollider(Collider)
public Bodypart GetBodypartFromCollider(Collider col)
Parameters
col Collider
Returns
- Bodypart
GetBodypartFromID(int)
public Bodypart GetBodypartFromID(int bodyPartID)
Parameters
bodyPartID int
Returns
- Bodypart
GetBodypartIDFromCollider(Collider)
public int GetBodypartIDFromCollider(Collider col)
Parameters
col Collider
Returns
- int
GetRandomBodypart()
public Bodypart GetRandomBodypart()
Returns
- Bodypart
GetRandomBodypartID()
public object GetRandomBodypartID()
Returns
- object
GroundRaycast(bool, bool, bool)
public RaycastHit GroundRaycast(bool justChecking = false, bool justTryingToGetTheRaycastHit = false, bool ignoreAngle = false)
Parameters
justChecking bool
justTryingToGetTheRaycastHit bool
ignoreAngle bool
Returns
- RaycastHit
HandleCollisions()
public void HandleCollisions()
HandleGroundCollision(BodyPartCollision)
public void HandleGroundCollision(BodyPartCollision bestGroundCollision)
Parameters
bestGroundCollision BodyPartCollision
MoveAllRigsInDirection(Vector3)
public void MoveAllRigsInDirection(Vector3 delta)
Parameters
delta Vector3
MoveAllRigsTo(Vector3)
public void MoveAllRigsTo(Vector3 targetPos)
Parameters
targetPos Vector3
OnDisable()
OnEnable()
RPCA_Fall(float)
[PunRPC]
public void RPCA_Fall(float seconds)
Parameters
seconds float
RaycastHitToBodyPartCollision(RaycastHit, Bodypart)
public BodyPartCollision RaycastHitToBodyPartCollision(RaycastHit hit, Bodypart bodypart)
Parameters
hit RaycastHit
bodypart Bodypart
Returns
- BodyPartCollision
RegCollision(BodyPartCollision)
public void RegCollision(BodyPartCollision col)
Parameters
col BodyPartCollision
RegisterGroundRaycast(RaycastHit, Bodypart)
public void RegisterGroundRaycast(RaycastHit hit, Bodypart bodypart)
Parameters
hit RaycastHit
bodypart Bodypart
RemoveItem(ItemInstance)
public void RemoveItem(ItemInstance item)
Parameters
item ItemInstance
SetColliderLayer(int)
public void SetColliderLayer(int setLayer)
Parameters
setLayer int
StripRagdoll()
public void StripRagdoll()
TaseShock(float)
public void TaseShock(float shockSeconds)
Parameters
shockSeconds float
ToggleGravity(bool)
public void ToggleGravity(bool setGrav)
Parameters
setGrav bool
ToggleSimplifiedRagdoll(bool)
public void ToggleSimplifiedRagdoll(bool setSimple)
Parameters
setSimple bool
Update()