Barotrauma Client
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Public Member Functions | |||
bool | TryGetCollider (int index, out PhysicsBody collider) | ||
void | SubtractMass (Limb limb) | ||
virtual void | Recreate (RagdollParams ragdollParams=null) | ||
Call this to create the ragdoll from the RagdollParams. | |||
Ragdoll (Character character, string seed, RagdollParams ragdollParams=null) | |||
void | SaveRagdoll (string fileNameWithoutExtension=null) | ||
Saves all serializable data in the currently selected ragdoll params. This method should properly handle character flipping. | |||
void | ResetRagdoll (bool forceReload=false) | ||
Resets the serializable data to the currently selected ragdoll params. Force reloading always loads the xml stored on the disk. | |||
void | ResetJoints () | ||
Resets the current joint values to the serialized joint params. | |||
void | ResetLimbs () | ||
Resets the current limb values to the serialized limb params. | |||
void | AddJoint (JointParams jointParams) | ||
void | AddLimb (Limb limb) | ||
void | RemoveLimb (Limb limb) | ||
bool | OnLimbCollision (Fixture f1, Fixture f2, Contact contact) | ||
float | GetImpactDamage (float impact, float? impactTolerance=null) | ||
bool | SeverLimbJoint (LimbJoint limbJoint) | ||
virtual void | Flip () | ||
Vector2 | GetCenterOfMass () | ||
void | MoveLimb (Limb limb, Vector2 pos, float amount, bool pullFromCenter=false) | ||
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void | ResetPullJoints (Func< Limb, bool > condition=null) | ||
void | FindHull (Vector2? worldPosition=null, bool setSubmarine=true) | ||
void | Teleport (Vector2 moveAmount, Vector2 velocityChange, bool detachProjectiles=true) | ||
void | UpdateRagdoll (float deltaTime, Camera cam) | ||
void | ForceRefreshFloorY () | ||
float | GetSurfaceY () | ||
Get the position of the surface of water at the position of the character, in display units (taking into account connected hulls above the hull the character is in) | |||
void | SetPosition (Vector2 simPosition, bool lerp=false, bool ignorePlatforms=true, bool forceMainLimbToCollider=false, bool moveLatchers=true) | ||
void | HangWithRope () | ||
void | HoldToRope () | ||
void | DragWithRope () | ||
Limb | GetLimb (LimbType limbType, bool excludeSevered=true) | ||
Note that if there are multiple limbs of the same type, only the first (valid) limb is returned. | |||
Vector2? | GetMouthPosition () | ||
Vector2 | GetColliderBottom () | ||
Limb | FindLowestLimb () | ||
void | ReleaseStuckLimbs () | ||
void | HideAndDisable (LimbType limbType, float duration=0, bool ignoreCollisions=true) | ||
void | RestoreTemporarilyDisabled () | ||
void | Remove () | ||
Static Public Member Functions | |
static void | UpdateAll (float deltaTime, Camera cam) |
static void | RemoveAll () |
Public Attributes | |
LimbJoint[] | LimbJoints |
Vector2 | movement |
Structure | Stairs |
Direction | TargetDir |
bool | forceStanding |
bool | forceNotStanding |
Static Public Attributes | |
const float | MAX_SPEED = 20 |
Protected Member Functions | |
void | CreateColliders () |
void | CreateJoints () |
void | CreateLimbs () |
void | AddLimb (LimbParams limbParams) |
List< Limb > | GetConnectedLimbs (Limb limb) |
void | LogAccessedRemovedCharacterError () |
void | StopHangingWithRope () |
void | StopHoldingToRope () |
void | StopGettingDraggedWithRope () |
void | TrySetLimbPosition (Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp=false, bool ignorePlatforms=true) |
void | CheckDistFromCollider () |
Protected Attributes | |
Hull | currentHull |
Character | character |
float | strongestImpact |
Vector2 | targetMovement |
Vector2 | overrideTargetMovement |
float | floorY |
float | standOnFloorY |
Fixture | floorFixture |
Vector2 | floorNormal = Vector2.UnitY |
float | surfaceY |
bool | inWater |
bool | headInWater |
bool | onGround |
Direction | dir |
List< PhysicsBody > | collider |
int | colliderIndex = 0 |
bool | levitatingCollider = true |
bool | shouldHoldToRope |
bool | shouldHangWithRope |
bool | shouldBeDraggedWithRope |
Properties | |
RagdollParams | RagdollParams [get, protected set] |
Limb[] | Limbs [get] |
bool | HasMultipleLimbsOfSameType [get] |
bool | Frozen [get, set] |
Character | Character [get] |
bool | OnGround [get] |
float | ColliderHeightFromFloor [get] |
In sim units. Joint scale applied. | |
bool | IsStuck [get] |
PhysicsBody | Collider [get] |
int | ColliderIndex [get, set] |
float | FloorY [get] |
float | Mass [get] |
Limb | MainLimb [get] |
Vector2 | WorldPosition [get] |
bool | SimplePhysicsEnabled [get, set] |
Vector2 | TargetMovement [get, set] |
float? | HeadPosition [get] |
float? | HeadAngle [get] |
float? | TorsoPosition [get] |
float? | TorsoAngle [get] |
float | ImpactTolerance [get] |
bool | Draggable [get] |
CanEnterSubmarine | CanEnterSubmarine [get] |
float | Dir [get] |
Direction | Direction [get] |
bool | InWater [get] |
bool | HeadInWater [get] |
Hull | CurrentHull [get, set] |
bool | IgnorePlatforms [get, set] |
bool | IsFlipped [get] |
bool | BodyInRest [get, set] |
bool | Invalid [get] |
bool | IsHoldingToRope [get] |
Is attached to something with a rope. | |
bool | IsHangingWithRope [get] |
Is hanging to something with a rope, so that can reel towards it. Currently only possible in water. | |
bool | IsDraggedWithRope [get] |
Has someone attached to the character with a rope? | |
Barotrauma.Ragdoll.Ragdoll | ( | Character | character, |
string | seed, | ||
RagdollParams | ragdollParams = null ) |
void Barotrauma.Ragdoll.AddJoint | ( | JointParams | jointParams | ) |
void Barotrauma.Ragdoll.AddLimb | ( | Limb | limb | ) |
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void Barotrauma.Ragdoll.DragWithRope | ( | ) |
void Barotrauma.Ragdoll.FindHull | ( | Vector2? | worldPosition = null, |
bool | setSubmarine = true ) |
Limb Barotrauma.Ragdoll.FindLowestLimb | ( | ) |
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Reimplemented in Barotrauma.FishAnimController, and Barotrauma.HumanoidAnimController.
void Barotrauma.Ragdoll.ForceRefreshFloorY | ( | ) |
Vector2 Barotrauma.Ragdoll.GetCenterOfMass | ( | ) |
Vector2 Barotrauma.Ragdoll.GetColliderBottom | ( | ) |
float Barotrauma.Ragdoll.GetImpactDamage | ( | float | impact, |
float? | impactTolerance = null ) |
Note that if there are multiple limbs of the same type, only the first (valid) limb is returned.
Vector2? Barotrauma.Ragdoll.GetMouthPosition | ( | ) |
float Barotrauma.Ragdoll.GetSurfaceY | ( | ) |
Get the position of the surface of water at the position of the character, in display units (taking into account connected hulls above the hull the character is in)
void Barotrauma.Ragdoll.HangWithRope | ( | ) |
void Barotrauma.Ragdoll.HideAndDisable | ( | LimbType | limbType, |
float | duration = 0, | ||
bool | ignoreCollisions = true ) |
void Barotrauma.Ragdoll.HoldToRope | ( | ) |
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void Barotrauma.Ragdoll.MoveLimb | ( | Limb | limb, |
Vector2 | pos, | ||
float | amount, | ||
bool | pullFromCenter = false ) |
pullFromCenter | if false, force is applied to the position of pullJoint |
bool Barotrauma.Ragdoll.OnLimbCollision | ( | Fixture | f1, |
Fixture | f2, | ||
Contact | contact ) |
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Call this to create the ragdoll from the RagdollParams.
Reimplemented in Barotrauma.AnimController, and Barotrauma.HumanoidAnimController.
void Barotrauma.Ragdoll.ReleaseStuckLimbs | ( | ) |
void Barotrauma.Ragdoll.Remove | ( | ) |
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void Barotrauma.Ragdoll.RemoveLimb | ( | Limb | limb | ) |
void Barotrauma.Ragdoll.ResetJoints | ( | ) |
Resets the current joint values to the serialized joint params.
void Barotrauma.Ragdoll.ResetLimbs | ( | ) |
Resets the current limb values to the serialized limb params.
void Barotrauma.Ragdoll.ResetPullJoints | ( | Func< Limb, bool > | condition = null | ) |
void Barotrauma.Ragdoll.ResetRagdoll | ( | bool | forceReload = false | ) |
Resets the serializable data to the currently selected ragdoll params. Force reloading always loads the xml stored on the disk.
void Barotrauma.Ragdoll.RestoreTemporarilyDisabled | ( | ) |
void Barotrauma.Ragdoll.SaveRagdoll | ( | string | fileNameWithoutExtension = null | ) |
Saves all serializable data in the currently selected ragdoll params. This method should properly handle character flipping.
void Barotrauma.Ragdoll.SetPosition | ( | Vector2 | simPosition, |
bool | lerp = false, | ||
bool | ignorePlatforms = true, | ||
bool | forceMainLimbToCollider = false, | ||
bool | moveLatchers = true ) |
bool Barotrauma.Ragdoll.SeverLimbJoint | ( | LimbJoint | limbJoint | ) |
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void Barotrauma.Ragdoll.SubtractMass | ( | Limb | limb | ) |
void Barotrauma.Ragdoll.Teleport | ( | Vector2 | moveAmount, |
Vector2 | velocityChange, | ||
bool | detachProjectiles = true ) |
bool Barotrauma.Ragdoll.TryGetCollider | ( | int | index, |
out PhysicsBody | collider ) |
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void Barotrauma.Ragdoll.UpdateRagdoll | ( | float | deltaTime, |
Camera | cam ) |
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bool Barotrauma.Ragdoll.forceNotStanding |
bool Barotrauma.Ragdoll.forceStanding |
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LimbJoint [] Barotrauma.Ragdoll.LimbJoints |
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Vector2 Barotrauma.Ragdoll.movement |
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Structure Barotrauma.Ragdoll.Stairs |
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Direction Barotrauma.Ragdoll.TargetDir |
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In sim units. Joint scale applied.
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Has someone attached to the character with a rope?
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Is hanging to something with a rope, so that can reel towards it. Currently only possible in water.
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Is attached to something with a rope.
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