Class Banger
- Namespace
- FistVR
- Assembly
- Assembly-CSharp.dll
public class Banger : FVRPhysicalObject, IFVRDamageable
- Inheritance
-
Banger
- Implements
-
- Inherited Members
-
Constructors
Banger()
Fields
AudEvent_ArmingSound
public AudioEvent AudEvent_ArmingSound
Field Value
- AudioEvent
AudEvent_DeArmingSound
public AudioEvent AudEvent_DeArmingSound
Field Value
- AudioEvent
AudEvent_Detonante
public AudioEvent AudEvent_Detonante
Field Value
- AudioEvent
BDial
Field Value
- BangerDial
BSize
public Banger.BangerPayloadSize BSize
Field Value
- Banger.BangerPayloadSize
BSwitch
public BangerSwitch BSwitch
Field Value
- BangerSwitch
BType
public Banger.BangerType BType
Field Value
- Banger.BangerType
BaseShrapnelObj
public FVRObject BaseShrapnelObj
Field Value
- FVRObject
Display
public GameObject Display
Field Value
- GameObject
LM_Prox
Field Value
- LayerMask
Light_Armed
public GameObject Light_Armed
Field Value
- GameObject
Light_Unarmed
public GameObject Light_Unarmed
Field Value
- GameObject
Mats
public List<Material> Mats
Field Value
- List<Material>
Payloads
public List<GameObject> Payloads
Field Value
- List<GameObject>
PhysMat_Bouncy
public PhysicMaterial PhysMat_Bouncy
Field Value
- PhysicMaterial
ProxRange
Field Value
- float
RB
Field Value
- Rigidbody
Rend
Field Value
- Renderer
Shrapnel
public List<GameObject> Shrapnel
Field Value
- List<GameObject>
ShrapnelLeftToFire
public List<int> ShrapnelLeftToFire
Field Value
- List<int>
ShrapnelOnlyBaseExplosion
public List<GameObject> ShrapnelOnlyBaseExplosion
Field Value
- List<GameObject>
Splodes_Flash
public List<GameObject> Splodes_Flash
Field Value
- List<GameObject>
TextList
Field Value
- Text
numShrapnelPerFrame
public int numShrapnelPerFrame
Field Value
- int
Properties
IsArmed
public bool IsArmed { get; }
Property Value
- bool
Methods
Arm()
Complete()
Damage(Damage)
public void Damage(Damage d)
Parameters
d
Damage
DeArm()
DuplicateFromSpawnLock(FVRViveHand)
public override GameObject DuplicateFromSpawnLock(FVRViveHand hand)
Parameters
hand
FVRViveHand
Returns
- GameObject
EngageAllPayloads()
public void EngageAllPayloads()
EngagePayload(string)
public void EngagePayload(string s)
Parameters
s
string
FVRUpdate()
protected override void FVRUpdate()
GetGenericStrings()
public override List<string> GetGenericStrings()
Returns
- List<string>
GetMatIndex()
Returns
- int
IsDistantGrabbable()
public override bool IsDistantGrabbable()
Returns
- bool
IsInteractable()
public override bool IsInteractable()
Returns
- bool
LoadPayload(FVRPhysicalObject)
public void LoadPayload(FVRPhysicalObject o)
Parameters
o
FVRPhysicalObject
OnCollisionEnter(Collision)
public override void OnCollisionEnter(Collision col)
Parameters
col
Collision
SetGenericStrings(List<string>)
public override void SetGenericStrings(List<string> strings)
Parameters
strings
List<string>
SetMat(int)
public void SetMat(int i)
Parameters
i
int
StartExploding()
public bool StartExploding()
Returns
- bool