Table of Contents

Class FVRPhysicalObject.MeleeParams

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class FVRPhysicalObject.MeleeParams
Inheritance
FVRPhysicalObject.MeleeParams
Inherited Members

Constructors

MeleeParams()

public MeleeParams()

Fields

BaseDamageBCP

public Vector3 BaseDamageBCP

Field Value

Vector3

BladeLength

public float BladeLength

Field Value

float

CanNewLodge

public bool CanNewLodge

Field Value

bool

CanNewStab

public bool CanNewStab

Field Value

bool

CanTearOut

public bool CanTearOut

Field Value

bool

DeLodgeVelocityRequirement

public float DeLodgeVelocityRequirement

Field Value

float

DoesCyclePosePoints

public bool DoesCyclePosePoints

Field Value

bool

EndPoint

public Transform EndPoint

Field Value

Transform

ForceStab

public bool ForceStab

Field Value

bool

HandPoint

public Transform HandPoint

Field Value

Transform

HighDamageBCP

public Vector3 HighDamageBCP

Field Value

Vector3

HighDamageColliders

public List<Collider> HighDamageColliders

Field Value

List<Collider>

HighDamageVectors

public List<Transform> HighDamageVectors

Field Value

List<Transform>

IgnoreRBs

public List<Rigidbody> IgnoreRBs

Field Value

List<Rigidbody>

IsLongThrowable

public bool IsLongThrowable

Field Value

bool

IsMeleeWeapon

public bool IsMeleeWeapon

Field Value

bool

IsThrowableDirInverted

public bool IsThrowableDirInverted

Field Value

bool

IsThrownDisposable

public bool IsThrownDisposable

Field Value

bool

LM_DamageTest

public LayerMask LM_DamageTest

Field Value

LayerMask

LodgeColliders

public List<Collider> LodgeColliders

Field Value

List<Collider>

LodgeDepth

public float LodgeDepth

Field Value

float

LodgeDirections

public Transform[] LodgeDirections

Field Value

Transform[]

LodgeVelocityRequirement

public float LodgeVelocityRequirement

Field Value

float

MassWhileLodged

public float MassWhileLodged

Field Value

float

MassWhileStabbed

public float MassWhileStabbed

Field Value

float

PosePoints

public Transform[] PosePoints

Field Value

Transform[]

StabAngularThreshold

public float StabAngularThreshold

Field Value

float

StabColliders

public List<Collider> StabColliders

Field Value

List<Collider>

StabDamageBCP

public Vector3 StabDamageBCP

Field Value

Vector3

StabDirection

public Transform StabDirection

Field Value

Transform

StabVelocityRequirement

public float StabVelocityRequirement

Field Value

float

StartThrownDisposalTickdownOnSpawn

public bool StartThrownDisposalTickdownOnSpawn

Field Value

bool

SweepTransformEnd

public Transform SweepTransformEnd

Field Value

Transform

SweepTransformStart

public Transform SweepTransformStart

Field Value

Transform

TearDamageBCP

public Vector3 TearDamageBCP

Field Value

Vector3

TearOutVelThreshold

public float TearOutVelThreshold

Field Value

float

TestCols

public List<Transform> TestCols

Field Value

List<Transform>

ThrownDetectMask

public LayerMask ThrownDetectMask

Field Value

LayerMask

UsesSweepDebug

public bool UsesSweepDebug

Field Value

bool

UsesSweepTesting

public bool UsesSweepTesting

Field Value

bool

m_initRot

protected bool m_initRot

Field Value

bool

m_initialMass

protected float m_initialMass

Field Value

float

m_initialPosOfStabbedThingLocal

protected Vector3 m_initialPosOfStabbedThingLocal

Field Value

Vector3

m_initialStabPointLocal

protected Vector3 m_initialStabPointLocal

Field Value

Vector3

m_initialStabPointWorld

protected Vector3 m_initialStabPointWorld

Field Value

Vector3

m_isJointedToObject

protected bool m_isJointedToObject

Field Value

bool

m_isReadyToAim

protected bool m_isReadyToAim

Field Value

bool

m_isThrownAutoAim

public bool m_isThrownAutoAim

Field Value

bool

m_poseIndex

protected int m_poseIndex

Field Value

int

m_relativeStabDir

protected Vector3 m_relativeStabDir

Field Value

Vector3

m_stabJoint

protected FixedJoint m_stabJoint

Field Value

FixedJoint

m_stabTargetRB

protected Rigidbody m_stabTargetRB

Field Value

Rigidbody
protected SosigLink m_stabbedLink

Field Value

SosigLink

stabDistantPoint

protected Vector3 stabDistantPoint

Field Value

Vector3

stabInsidePoint

protected Vector3 stabInsidePoint

Field Value

Vector3

timeSinceStateChange

protected float timeSinceStateChange

Field Value

float

Properties

IsCountingDownToDispose

public bool IsCountingDownToDispose { get; set; }

Property Value

bool

IsJointedToObject

public bool IsJointedToObject { get; }

Property Value

bool

IsLodgedToObject

public bool IsLodgedToObject { get; }

Property Value

bool

PoseIndex

public int PoseIndex { get; }

Property Value

int

Methods

CanStateChange()

public virtual bool CanStateChange()

Returns

bool

DeJoint()

public void DeJoint()

DoStabDamage(float, Collision)

protected void DoStabDamage(float mag, Collision col)

Parameters

mag float
col Collision

FixedUpdate(float)

public void FixedUpdate(float t)

Parameters

t float

GetHandPointVelocity()

public Vector3 GetHandPointVelocity()

Returns

Vector3

GetIsStabCollider(Collider)

public bool GetIsStabCollider(Collider col)

Parameters

col Collider

Returns

bool

GetReadyToAim()

public bool GetReadyToAim()

Returns

bool
public SosigLink GetStabLink()

Returns

SosigLink

InitMeleeParams(FVRPhysicalObject)

public void InitMeleeParams(FVRPhysicalObject o)

Parameters

o FVRPhysicalObject

JointMeObjectForStab(Rigidbody)

protected void JointMeObjectForStab(Rigidbody targetRB)

Parameters

targetRB Rigidbody

MeleeEndInteraction(FVRViveHand)

public void MeleeEndInteraction(FVRViveHand hand)

Parameters

hand FVRViveHand

MeleeUpdateInteraction(FVRViveHand)

public void MeleeUpdateInteraction(FVRViveHand hand)

Parameters

hand FVRViveHand

OnCollisionEnter(Collision)

public void OnCollisionEnter(Collision col)

Parameters

col Collision

SetPose(int)

public void SetPose(int i)

Parameters

i int

SetReadyToAim(bool)

public void SetReadyToAim(bool b)

Parameters

b bool

UpdateTick(float)

public void UpdateTick(float t)

Parameters

t float