Class FVRPlayerBody
- Namespace
- FistVR
- Assembly
- Assembly-CSharp.dll
public class FVRPlayerBody : MonoBehaviour
- Inheritance
-
FVRPlayerBody
Constructors
FVRPlayerBody()
Fields
DebugString
public string DebugString
Field Value
- string
EyeCam
Field Value
- Camera
FilteredHead
public Transform FilteredHead
Field Value
- Transform
GlobalHearing
public float GlobalHearing
Field Value
- float
GlobalHearingTarget
public float GlobalHearingTarget
Field Value
- float
Head
Field Value
- Transform
Health
Field Value
- float
HealthBar
public GameObject HealthBar
Field Value
- GameObject
HealthBarPrefab
public GameObject HealthBarPrefab
Field Value
- GameObject
Hitboxes
public FVRPlayerHitbox[] Hitboxes
Field Value
- FVRPlayerHitbox[]
LM_OcclusionTesting
public LayerMask LM_OcclusionTesting
Field Value
- LayerMask
LeftHand
public Transform LeftHand
Field Value
- Transform
LoadingRingPrefab
public GameObject LoadingRingPrefab
Field Value
- GameObject
LoudnessFalloff
public AnimationCurve LoudnessFalloff
Field Value
- AnimationCurve
NavMeshOb
public GameObject NavMeshOb
Field Value
- GameObject
Neck
Field Value
- Transform
NeckJointTargetsThis
public Transform NeckJointTargetsThis
Field Value
- Transform
NeckJointTransform
public Transform NeckJointTransform
Field Value
- Transform
NeckTargetsThis
public Transform NeckTargetsThis
Field Value
- Transform
NeckTransform
public Transform NeckTransform
Field Value
- Transform
PSystemBlind
public ParticleSystem PSystemBlind
Field Value
- ParticleSystem
PSystemDamage
public ParticleSystem PSystemDamage
Field Value
- ParticleSystem
PSystemDamageLight
public ParticleSystem PSystemDamageLight
Field Value
- ParticleSystem
PlayerEntities
public List<AIEntity> PlayerEntities
Field Value
- List<AIEntity>
PlayerSosigBodyPrefab
public FVRObject PlayerSosigBodyPrefab
Field Value
- FVRObject
PostLayer
public PostProcessLayer PostLayer
Field Value
- PostProcessLayer
QBSlots_Added
public List<FVRQuickBeltSlot> QBSlots_Added
Field Value
- List<FVRQuickBeltSlot>
QBSlots_Internal
public List<FVRQuickBeltSlot> QBSlots_Internal
Field Value
- List<FVRQuickBeltSlot>
QuickbeltSlots
public List<FVRQuickBeltSlot> QuickbeltSlots
Field Value
- List<FVRQuickBeltSlot>
RightHand
public Transform RightHand
Field Value
- Transform
Torso
Field Value
- Transform
TorsoTargetsThis
public Transform TorsoTargetsThis
Field Value
- Transform
TorsoTransform
public Transform TorsoTransform
Field Value
- Transform
VFX_Biclops
public GameObject VFX_Biclops
Field Value
- GameObject
VFX_Cyclops
public GameObject VFX_Cyclops
Field Value
- GameObject
VFX_Farout
public GameObject VFX_Farout
Field Value
- GameObject
VisibilityMult
public float VisibilityMult
Field Value
- float
headPositionFiltered
public Vector3 headPositionFiltered
Field Value
- Vector3
headRotationFiltered
public Quaternion headRotationFiltered
Field Value
- Quaternion
Properties
IsAmmoDrain
public bool IsAmmoDrain { get; }
Property Value
- bool
IsBadTrip
public bool IsBadTrip { get; }
Property Value
- bool
IsBiClops
public bool IsBiClops { get; }
Property Value
- bool
IsBlort
public bool IsBlort { get; }
Property Value
- bool
IsCyclops
public bool IsCyclops { get; }
Property Value
- bool
IsDamMult
public bool IsDamMult { get; }
Property Value
- bool
IsDamPowerDown
public bool IsDamPowerDown { get; }
Property Value
- bool
IsDamResist
public bool IsDamResist { get; }
Property Value
- bool
IsDlort
public bool IsDlort { get; }
Property Value
- bool
IsGhosted
public bool IsGhosted { get; }
Property Value
- bool
IsHealing
public bool IsHealing { get; }
Property Value
- bool
IsHurting
public bool IsHurting { get; }
Property Value
- bool
IsInfiniteAmmo
public bool IsInfiniteAmmo { get; }
Property Value
- bool
IsMoleEye
public bool IsMoleEye { get; }
Property Value
- bool
IsMuscleMeat
public bool IsMuscleMeat { get; }
Property Value
- bool
IsSuperVisible
public bool IsSuperVisible { get; }
Property Value
- bool
IsWeakMeat
public bool IsWeakMeat { get; }
Property Value
- bool
isDamPowerUp
public bool isDamPowerUp { get; }
Property Value
- bool
Methods
ActivatePower(PowerupType, PowerUpIntensity, PowerUpDuration, bool, bool, float)
public void ActivatePower(PowerupType type, PowerUpIntensity intensity, PowerUpDuration d, bool isPuke, bool isInverted, float DurationOverride = -1)
Parameters
type
PowerupType
intensity
PowerUpIntensity
d
PowerUpDuration
isPuke
bool
isInverted
bool
DurationOverride
float
BlindPlayer(float)
public void BlindPlayer(float f)
Parameters
f
float
ConfigureQuickbelt(int)
public void ConfigureQuickbelt(int index)
Parameters
index
int
DeActivatePowerIfActive(PowerupType)
public void DeActivatePowerIfActive(PowerupType type)
Parameters
type
PowerupType
DisableHands()
public void DisableHands()
DisableHitBoxes()
public void DisableHitBoxes()
DoesQuickbeltNameExist(string)
public bool DoesQuickbeltNameExist(string s)
Parameters
s
string
Returns
- bool
EnableHands()
public void EnableHands()
EnableHitBoxes()
public void EnableHitBoxes()
FlushHeadFilter()
public void FlushHeadFilter()
GetCurrentSoundEnvironment()
public FVRSoundEnvironment GetCurrentSoundEnvironment()
Returns
- FVRSoundEnvironment
GetCyclopsPower()
public float GetCyclopsPower()
Returns
- float
GetDamageMult()
public float GetDamageMult()
Returns
- float
GetDamageResist()
public float GetDamageResist()
Returns
- float
GetMaxHealthPlayerRaw()
public int GetMaxHealthPlayerRaw()
Returns
- int
GetMuscleMeatPower()
public float GetMuscleMeatPower()
Returns
- float
GetPlayerHealth()
public float GetPlayerHealth()
Returns
- float
GetPlayerHealthRaw()
public int GetPlayerHealthRaw()
Returns
- int
GetPlayerIFF()
public int GetPlayerIFF()
Returns
- int
GetQuickbeltConfigSlotCount(GameObject)
public int GetQuickbeltConfigSlotCount(GameObject g)
Parameters
g
GameObject
Returns
- int
GetRegenMult()
public float GetRegenMult()
Returns
- float
HarmPercent(float)
public void HarmPercent(float f)
Parameters
f
float
HealPercent(float)
public void HealPercent(float f)
Parameters
f
float
HideLoadingBar()
public void HideLoadingBar()
HitEffect()
Init(FVRSceneSettings)
public void Init(FVRSceneSettings SceneSettings)
Parameters
SceneSettings
FVRSceneSettings
IsSlotInternal(FVRQuickBeltSlot)
public bool IsSlotInternal(FVRQuickBeltSlot slot)
Parameters
slot
FVRQuickBeltSlot
Returns
- bool
KillPlayer(bool)
public void KillPlayer(bool FromSelf)
Parameters
FromSelf
bool
LateUpdate()
MoveBodyTargets()
public void MoveBodyTargets()
MoveHitBoxes()
public void MoveHitBoxes()
MoveQuickbeltContents(Vector3)
public void MoveQuickbeltContents(Vector3 dir)
Parameters
dir
Vector3
MoveQuickbeltContentsCheap(Vector3)
public void MoveQuickbeltContentsCheap(Vector3 dir)
Parameters
dir
Vector3
RegisterPlayerHit(float, bool)
public bool RegisterPlayerHit(float DamagePoints, bool FromSelf)
Parameters
DamagePoints
float
FromSelf
bool
Returns
- bool
ResetHealth()
public void ResetHealth()
SetHealthThreshold(float)
public void SetHealthThreshold(float h)
Parameters
h
float
SetOutfit(SosigEnemyTemplate)
public void SetOutfit(SosigEnemyTemplate tem)
Parameters
tem
SosigEnemyTemplate
SetPlayerIFF(int)
public void SetPlayerIFF(int iff)
Parameters
iff
int
SetQuickbeltBasedOnStringName(string, out int)
public bool SetQuickbeltBasedOnStringName(string s, out int index)
Parameters
s
string
index
int
Returns
- bool
ShowLoadingBar()
public void ShowLoadingBar()
SonicEvent(float, float, Vector3, int)
public void SonicEvent(float loudness, float maxDistanceHeard, Vector3 pos, int iffcode)
Parameters
loudness
float
maxDistanceHeard
float
pos
Vector3
iffcode
int
Update()
UpdateCameraPost()
public void UpdateCameraPost()
UpdatePlayerBodyPositions()
public void UpdatePlayerBodyPositions()
UpdateSosigPlayerBodyState()
public void UpdateSosigPlayerBodyState()
VisibleEvent(float)
public void VisibleEvent(float intensity)
Parameters
intensity
float
WipeQuickbeltContents()
public void WipeQuickbeltContents()
WipeQuickbeltContents(List<FVRQuickBeltSlot>)
public void WipeQuickbeltContents(List<FVRQuickBeltSlot> slots)
Parameters
slots
List<FVRQuickBeltSlot>