A special affliction type that periodically inverts the character's controls and stuns the character. The frequency and duration of the effects increases the higher the strength of the affliction is.
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| | AfflictionSpaceHerpes (AfflictionPrefab prefab, float strength) |
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| override void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
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| | Affliction (AfflictionPrefab prefab, float strength) |
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| void | CopyProperties (Affliction source) |
| | Copy properties here instead of using SerializableProperties (with reflection).
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| void | Serialize (XElement element) |
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| void | Deserialize (XElement element) |
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| Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
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| override string | ToString () |
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| LocalizedString | GetStrengthText () |
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| AfflictionPrefab.Effect | GetActiveEffect () |
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| float | GetVitalityDecrease (CharacterHealth characterHealth) |
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| float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
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| float | GetScreenGrainStrength () |
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| float | GetScreenDistortStrength () |
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| float | GetRadialDistortStrength () |
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| float | GetChromaticAberrationStrength () |
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| float | GetAfflictionOverlayMultiplier () |
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| Color | GetFaceTint () |
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| Color | GetBodyTint () |
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| float | GetScreenBlurStrength () |
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| float | GetSkillMultiplier () |
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| void | CalculateDamagePerSecond (float currentVitalityDecrease) |
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| float | GetResistance (Identifier afflictionId) |
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| float | GetSpeedMultiplier () |
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| float | GetStatValue (StatTypes statType) |
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| bool | HasFlag (AbilityFlags flagType) |
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| void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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| void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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| void | SetStrength (float strength) |
| | Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
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| bool | ShouldShowIcon (Character afflictedCharacter) |
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| static LocalizedString | GetStrengthText (float strength, float maxStrength) |
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| readonly AfflictionPrefab | Prefab |
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| float | DamagePerSecond |
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| float | DamagePerSecondTimer |
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| float | PreviousVitalityDecrease |
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| float | Value |
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| float Affliction Source | StrengthDiminishMultiplier = (1.0f, null) |
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| readonly Dictionary< AfflictionPrefab.PeriodicEffect, float > | PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>() |
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| double | AppliedAsSuccessfulTreatmentTime |
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| double | AppliedAsFailedTreatmentTime |
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| float | Duration |
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| Character | Source |
| | Which character gave this affliction.
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| bool | activeEffectDirty = true |
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| float | _strength |
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| string | Name [get] |
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| Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, set] |
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| float | PendingGrainEffectStrength [get, set] |
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| float | GrainEffectStrength [get, set] |
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| virtual float | Strength [get, set] |
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| float | NonClampedStrength [get] |
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| Identifier | Identifier [get] |
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| float | Probability = 1.0f [get, set] |
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| bool | DivideByLimbCount [get, set] |
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| bool | MultiplyByMaxVitality [get, set] |
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A special affliction type that periodically inverts the character's controls and stuns the character. The frequency and duration of the effects increases the higher the strength of the affliction is.