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Barotrauma Server
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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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