Table of Contents

Class FXM

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class FXM : ManagerSingleton<FXM>
Inheritance
FXM
Inherited Members

Constructors

FXM()

public FXM()

Fields

BulletHoleMaterials

public Material[] BulletHoleMaterials

Field Value

Material[]

BulletHolePrefabs

public GameObject[] BulletHolePrefabs

Field Value

GameObject[]

ClownModeFX

public List<GameObject> ClownModeFX

Field Value

List<GameObject>

FIREFX

public List<GameObject> FIREFX

Field Value

List<GameObject>

FastPoolManagerPrefab

public GameObject FastPoolManagerPrefab

Field Value

GameObject

MuzzleFireLightPrefab

public GameObject MuzzleFireLightPrefab

Field Value

GameObject

VFX_Impact_BotMeat

public GameObject[] VFX_Impact_BotMeat

Field Value

GameObject[]

VFX_Impact_Generic

public GameObject[] VFX_Impact_Generic

Field Value

GameObject[]

VFX_Impact_RotMeat

public GameObject[] VFX_Impact_RotMeat

Field Value

GameObject[]

VFX_Impact_Sparks

public GameObject[] VFX_Impact_Sparks

Field Value

GameObject[]

VFX_Impact_SparksBlue

public GameObject[] VFX_Impact_SparksBlue

Field Value

GameObject[]

VFX_Impact_SparksGreen

public GameObject[] VFX_Impact_SparksGreen

Field Value

GameObject[]

VFX_Impact_SparksRed

public GameObject[] VFX_Impact_SparksRed

Field Value

GameObject[]

VFX_Impact_Water

public GameObject[] VFX_Impact_Water

Field Value

GameObject[]

Properties

MuzzleDic

public static Dictionary<MuzzleEffectEntry, MuzzleEffectConfig> MuzzleDic { get; }

Property Value

Dictionary<MuzzleEffectEntry, MuzzleEffectConfig>

RegisteredC4s

public static List<C4> RegisteredC4s { get; }

Property Value

List<C4>

RegisteredSLAAMS

public static List<SLAM> RegisteredSLAAMS { get; }

Property Value

List<SLAM>

Methods

Awake()

protected override void Awake()

ClearDecalPools()

public static void ClearDecalPools()

DeRegisterC4(C4)

public static void DeRegisterC4(C4 c)

Parameters

c C4

DeRegisterSLAM(SLAM)

public static void DeRegisterSLAM(SLAM s)

Parameters

s SLAM

DetonateC4s()

public static void DetonateC4s()

DetonateSPAAMS()

public static void DetonateSPAAMS()

GetClownFX(int)

public static GameObject GetClownFX(int i)

Parameters

i int

Returns

GameObject

GetMuzzleConfig(MuzzleEffectEntry)

public static MuzzleEffectConfig GetMuzzleConfig(MuzzleEffectEntry entry)

Parameters

entry MuzzleEffectEntry

Returns

MuzzleEffectConfig

Ignite(FVRIgnitable, float)

public static void Ignite(FVRIgnitable i, float ignitionPower)

Parameters

i FVRIgnitable
ignitionPower float

InitiateMuzzleFlash(Vector3, Vector3, float, Color, float)

public static void InitiateMuzzleFlash(Vector3 pos, Vector3 dir, float intensity, Color col, float rangeMult)

Parameters

pos Vector3
dir Vector3
intensity float
col Color
rangeMult float

InitiateMuzzleFlashLowPriority(Vector3, Vector3, float, Color, float)

public static void InitiateMuzzleFlashLowPriority(Vector3 pos, Vector3 dir, float intensity, Color col, float rangeMult)

Parameters

pos Vector3
dir Vector3
intensity float
col Color
rangeMult float

RegisterC4(C4)

public static void RegisterC4(C4 c)

Parameters

c C4

RegisterSLAM(SLAM)

public static void RegisterSLAM(SLAM s)

Parameters

s SLAM

ResetDecals()

public static void ResetDecals()

SpawnBulletDecal(BulletHoleDecalType, Vector3, Vector3, float)

public static void SpawnBulletDecal(BulletHoleDecalType t, Vector3 point, Vector3 normal, float damageSize)

Parameters

t BulletHoleDecalType
point Vector3
normal Vector3
damageSize float

SpawnImpactEffect(Vector3, Vector3, int, ImpactEffectMagnitude, bool)

public static void SpawnImpactEffect(Vector3 pos, Vector3 lookDir, int mat, ImpactEffectMagnitude mag, bool forwardBack)

Parameters

pos Vector3
lookDir Vector3
mat int
mag ImpactEffectMagnitude
forwardBack bool