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