Barotrauma Client
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Barotrauma.Limb Class Reference
Inheritance diagram for Barotrauma.Limb:
Barotrauma.ISerializableEntity Barotrauma.ISpatialEntity

Public Member Functions

 Limb (Ragdoll ragdoll, Character character, LimbParams limbParams)
 
void MoveToPos (Vector2 pos, float force, bool pullFromCenter=false)
 
void MirrorPullJoint ()
 
AttackResult AddDamage (Vector2 simPosition, float damage, float bleedingDamage, float burnDamage, bool playSound)
 
AttackResult AddDamage (Vector2 simPosition, IEnumerable< Affliction > afflictions, bool playSound, float damageMultiplier=1, float penetration=0f, Character attacker=null)
 
bool SectorHit (Vector2 armorSector, Vector2 simPosition)
 
void Update (float deltaTime)
 
void HideAndDisable (float duration=0, bool ignoreCollisions=true)
 
void ReEnable ()
 
bool UpdateAttack (float deltaTime, Vector2 attackSimPos, IDamageable damageTarget, out AttackResult attackResult, float distance=-1, Limb targetLimb=null)
 Returns true if the attack successfully hit something. If the distance is not given, it will be calculated.
 
void ExecuteAttack (IDamageable damageTarget, Limb targetLimb, out AttackResult attackResult)
 
void Release ()
 
void ApplyStatusEffects (ActionType actionType, float deltaTime)
 
void Blink ()
 
void UpdateBlink (float deltaTime, float referenceRotation)
 
IEnumerable< LimbJointGetConnectedJoints ()
 
IEnumerable< LimbGetConnectedLimbs ()
 
void Remove ()
 
void LoadParams ()
 

Public Attributes

readonly Character character
 
readonly Ragdoll ragdoll
 Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned.
 
readonly LimbParams Params
 
PhysicsBody body
 
Hull Hull
 
readonly LimbType type
 
readonly Attack attack
 
Vector2 DebugTargetPos
 
Vector2 DebugRefPos
 
readonly List< WearableSpriteWearingItems = new List<WearableSprite>()
 
readonly List< WearableSpriteOtherWearables = new List<WearableSprite>()
 
bool FreezeBlinkState
 

Protected Member Functions

float GetArmorSectorSize (Vector2 armorSector)
 

Properties

float SeveredFadeOutTime = 10 [get]
 
Vector2 StepOffset [get]
 
bool InWater [get, set]
 
bool IgnoreCollisions [get, set]
 
Vector2 MouthPos [get, set]
 
List< DamageModifierDamageModifiers = new List<DamageModifier>() [get]
 
int HealthIndex [get]
 
float Scale [get]
 
float AttackPriority [get]
 
bool DoesFlip [get]
 
bool DoesMirror [get]
 
float SteerForce [get]
 
bool IsLowerBody [get]
 
bool IsLeg [get]
 
bool IsSevered [get, set]
 
Submarine Submarine [get]
 
bool Hidden [get, set]
 
Vector2 WorldPosition [get]
 
Vector2 Position [get]
 
Vector2 SimPosition [get]
 
Vector2 DrawPosition [get]
 
float Rotation [get]
 
Vector2 AnimTargetPos [get]
 
float Mass [get]
 
bool Disabled [get, set]
 
Vector2 LinearVelocity [get]
 
float Dir [get, set]
 
float Alpha [get, set]
 Can be used by status effects.
 
int RefJointIndex [get]
 
bool PullJointEnabled [get, set]
 
float PullJointMaxForce [get, set]
 
Vector2 PullJointWorldAnchorA [get, set]
 
Vector2 PullJointWorldAnchorB [get, set]
 
Vector2 PullJointLocalAnchorA [get]
 
bool Removed [get]
 
Items.Components.Rope AttachedRope [get, set]
 
string Name [get]
 
bool IsDead [get]
 
float Health [get]
 
float HealthPercentage [get]
 
bool IsHuman [get]
 
AIState AIState [get]
 
bool IsFlipped [get]
 
bool CanBeSeveredAlive [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 
Dictionary< ActionType, List< StatusEffect > > StatusEffects [get]
 
bool IsStuck [get]
 
float BlinkTimer [get]
 
float BlinkPhase [get, set]
 
- Properties inherited from Barotrauma.ISerializableEntity
- Properties inherited from Barotrauma.ISpatialEntity

Constructor & Destructor Documentation

◆ Limb()

Barotrauma.Limb.Limb ( Ragdoll ragdoll,
Character character,
LimbParams limbParams )

Member Function Documentation

◆ AddDamage() [1/2]

AttackResult Barotrauma.Limb.AddDamage ( Vector2 simPosition,
float damage,
float bleedingDamage,
float burnDamage,
bool playSound )

◆ AddDamage() [2/2]

AttackResult Barotrauma.Limb.AddDamage ( Vector2 simPosition,
IEnumerable< Affliction > afflictions,
bool playSound,
float damageMultiplier = 1,
float penetration = 0f,
Character attacker = null )

◆ ApplyStatusEffects()

void Barotrauma.Limb.ApplyStatusEffects ( ActionType actionType,
float deltaTime )

◆ Blink()

void Barotrauma.Limb.Blink ( )

◆ ExecuteAttack()

void Barotrauma.Limb.ExecuteAttack ( IDamageable damageTarget,
Limb targetLimb,
out AttackResult attackResult )

◆ GetArmorSectorSize()

float Barotrauma.Limb.GetArmorSectorSize ( Vector2 armorSector)
protected

◆ GetConnectedJoints()

IEnumerable< LimbJoint > Barotrauma.Limb.GetConnectedJoints ( )

◆ GetConnectedLimbs()

IEnumerable< Limb > Barotrauma.Limb.GetConnectedLimbs ( )

◆ HideAndDisable()

void Barotrauma.Limb.HideAndDisable ( float duration = 0,
bool ignoreCollisions = true )

◆ LoadParams()

void Barotrauma.Limb.LoadParams ( )

◆ MirrorPullJoint()

void Barotrauma.Limb.MirrorPullJoint ( )

◆ MoveToPos()

void Barotrauma.Limb.MoveToPos ( Vector2 pos,
float force,
bool pullFromCenter = false )

◆ ReEnable()

void Barotrauma.Limb.ReEnable ( )

◆ Release()

void Barotrauma.Limb.Release ( )

◆ Remove()

void Barotrauma.Limb.Remove ( )

◆ SectorHit()

bool Barotrauma.Limb.SectorHit ( Vector2 armorSector,
Vector2 simPosition )

◆ Update()

void Barotrauma.Limb.Update ( float deltaTime)

◆ UpdateAttack()

bool Barotrauma.Limb.UpdateAttack ( float deltaTime,
Vector2 attackSimPos,
IDamageable damageTarget,
out AttackResult attackResult,
float distance = -1,
Limb targetLimb = null )

Returns true if the attack successfully hit something. If the distance is not given, it will be calculated.

◆ UpdateBlink()

void Barotrauma.Limb.UpdateBlink ( float deltaTime,
float referenceRotation )

Member Data Documentation

◆ attack

readonly Attack Barotrauma.Limb.attack

◆ body

PhysicsBody Barotrauma.Limb.body

◆ character

readonly Character Barotrauma.Limb.character

◆ DebugRefPos

Vector2 Barotrauma.Limb.DebugRefPos

◆ DebugTargetPos

Vector2 Barotrauma.Limb.DebugTargetPos

◆ FreezeBlinkState

bool Barotrauma.Limb.FreezeBlinkState

◆ Hull

Hull Barotrauma.Limb.Hull

◆ OtherWearables

readonly List<WearableSprite> Barotrauma.Limb.OtherWearables = new List<WearableSprite>()

◆ Params

readonly LimbParams Barotrauma.Limb.Params

◆ ragdoll

readonly Ragdoll Barotrauma.Limb.ragdoll

Note that during the limb initialization, character.AnimController returns null, whereas this field is already assigned.

◆ type

readonly LimbType Barotrauma.Limb.type

◆ WearingItems

readonly List<WearableSprite> Barotrauma.Limb.WearingItems = new List<WearableSprite>()

Property Documentation

◆ AIState

AIState Barotrauma.Limb.AIState
get

◆ Alpha

float Barotrauma.Limb.Alpha
getset

Can be used by status effects.

◆ AnimTargetPos

Vector2 Barotrauma.Limb.AnimTargetPos
get

◆ AttachedRope

Items.Components.Rope Barotrauma.Limb.AttachedRope
getset

◆ AttackPriority

float Barotrauma.Limb.AttackPriority
get

◆ BlinkPhase

float Barotrauma.Limb.BlinkPhase
getset

◆ BlinkTimer

float Barotrauma.Limb.BlinkTimer
get

◆ CanBeSeveredAlive

bool Barotrauma.Limb.CanBeSeveredAlive
get

◆ DamageModifiers

List<DamageModifier> Barotrauma.Limb.DamageModifiers = new List<DamageModifier>()
get

◆ Dir

float Barotrauma.Limb.Dir
getset

◆ Disabled

bool Barotrauma.Limb.Disabled
getset

◆ DoesFlip

bool Barotrauma.Limb.DoesFlip
get

◆ DoesMirror

bool Barotrauma.Limb.DoesMirror
get

◆ DrawPosition

Vector2 Barotrauma.Limb.DrawPosition
get

◆ Health

float Barotrauma.Limb.Health
get

◆ HealthIndex

int Barotrauma.Limb.HealthIndex
get

◆ HealthPercentage

float Barotrauma.Limb.HealthPercentage
get

◆ Hidden

bool Barotrauma.Limb.Hidden
getset

◆ IgnoreCollisions

bool Barotrauma.Limb.IgnoreCollisions
getset

◆ InWater

bool Barotrauma.Limb.InWater
getset

◆ IsDead

bool Barotrauma.Limb.IsDead
get

◆ IsFlipped

bool Barotrauma.Limb.IsFlipped
get

◆ IsHuman

bool Barotrauma.Limb.IsHuman
get

◆ IsLeg

bool Barotrauma.Limb.IsLeg
get

◆ IsLowerBody

bool Barotrauma.Limb.IsLowerBody
get

◆ IsSevered

bool Barotrauma.Limb.IsSevered
getset

◆ IsStuck

bool Barotrauma.Limb.IsStuck
get

◆ LinearVelocity

Vector2 Barotrauma.Limb.LinearVelocity
get

◆ Mass

float Barotrauma.Limb.Mass
get

◆ MouthPos

Vector2 Barotrauma.Limb.MouthPos
getset

◆ Name

string Barotrauma.Limb.Name
get

◆ Position

Vector2 Barotrauma.Limb.Position
get

◆ PullJointEnabled

bool Barotrauma.Limb.PullJointEnabled
getset

◆ PullJointLocalAnchorA

Vector2 Barotrauma.Limb.PullJointLocalAnchorA
get

◆ PullJointMaxForce

float Barotrauma.Limb.PullJointMaxForce
getset

◆ PullJointWorldAnchorA

Vector2 Barotrauma.Limb.PullJointWorldAnchorA
getset

◆ PullJointWorldAnchorB

Vector2 Barotrauma.Limb.PullJointWorldAnchorB
getset

◆ RefJointIndex

int Barotrauma.Limb.RefJointIndex
get

◆ Removed

bool Barotrauma.Limb.Removed
get

◆ Rotation

float Barotrauma.Limb.Rotation
get

◆ Scale

float Barotrauma.Limb.Scale
get

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.Limb.SerializableProperties
get

◆ SeveredFadeOutTime

float Barotrauma.Limb.SeveredFadeOutTime = 10
get

◆ SimPosition

Vector2 Barotrauma.Limb.SimPosition
get

◆ StatusEffects

Dictionary<ActionType, List<StatusEffect> > Barotrauma.Limb.StatusEffects
get

◆ SteerForce

float Barotrauma.Limb.SteerForce
get

◆ StepOffset

Vector2 Barotrauma.Limb.StepOffset
get

◆ Submarine

Submarine Barotrauma.Limb.Submarine
get

◆ WorldPosition

Vector2 Barotrauma.Limb.WorldPosition
get

The documentation for this class was generated from the following file: