Barotrauma Client Doc
Barotrauma.AnimController Member List

This is the complete list of members for Barotrauma.AnimController, including all inherited members.

AddJoint(JointParams jointParams)Barotrauma.Ragdoll
AddLimb(LimbParams limbParams)Barotrauma.Ragdollprotected
AddLimb(Limb limb)Barotrauma.Ragdoll
aimingBarotrauma.AnimControllerprotected
AimingBarotrauma.AnimControllerprotected
aimingMeleeBarotrauma.AnimControllerprotected
AimSourcePosBarotrauma.AnimController
AimSourceSimPosBarotrauma.AnimController
AimSourceWorldPosBarotrauma.AnimController
AllAnimParamsBarotrauma.AnimController
AnimBarotrauma.AnimController
Animation enum nameBarotrauma.AnimController
AnimationTestPoseBarotrauma.AnimController
AnimController(Character character, string seed, RagdollParams ragdollParams=null)Barotrauma.AnimController
ApplyPose(Vector2 leftHandPos, Vector2 rightHandPos, Vector2 leftFootPos, Vector2 rightFootPos, float footMoveForce=10)Barotrauma.AnimController
ApplyTestPose()Barotrauma.AnimController
ArmLengthBarotrauma.AnimController
BodyInRestBarotrauma.Ragdoll
CalculateArmLengths()Barotrauma.AnimControllerprotected
CanEnterSubmarineBarotrauma.Ragdoll
CanWalkBarotrauma.AnimController
CharacterBarotrauma.Ragdoll
characterBarotrauma.Ragdollprotected
CheckDistFromCollider()Barotrauma.Ragdollprotected
ColliderBarotrauma.Ragdoll
colliderBarotrauma.Ragdollprotected
ColliderHeightFromFloorBarotrauma.Ragdoll
ColliderIndexBarotrauma.Ragdoll
colliderIndexBarotrauma.Ragdollprotected
CreateColliders()Barotrauma.Ragdollprotected
CreateJoints()Barotrauma.Ragdollprotected
CreateLimbs()Barotrauma.Ragdollprotected
CurrentAnimationParamsBarotrauma.AnimController
CurrentGroundedParamsBarotrauma.AnimController
CurrentHullBarotrauma.Ragdoll
currentHullBarotrauma.Ragdollprotected
CurrentSwimParamsBarotrauma.AnimController
deathAnimTimerBarotrauma.AnimControllerprotected
DebugDraw(SpriteBatch spriteBatch)Barotrauma.Ragdoll
dirBarotrauma.Ragdollprotected
DirBarotrauma.Ragdoll
DirectionBarotrauma.Ragdoll
DragCharacter(Character target, float deltaTime)Barotrauma.AnimControllerpure virtual
DraggableBarotrauma.Ragdoll
Draw(SpriteBatch spriteBatch, Camera cam)Barotrauma.Ragdoll
FindHull(Vector2? worldPosition=null, bool setSubmarine=true)Barotrauma.Ragdoll
FindLowestLimb()Barotrauma.Ragdoll
Flip()Barotrauma.Ragdollvirtual
FlipLockTimeBarotrauma.AnimController
floorFixtureBarotrauma.Ragdollprotected
floorNormalBarotrauma.Ragdollprotected
FloorYBarotrauma.Ragdoll
floorYBarotrauma.Ragdollprotected
forceNotStandingBarotrauma.Ragdoll
ForceRefreshFloorY()Barotrauma.Ragdoll
ForceSelectAnimationTypeBarotrauma.AnimController
forceStandingBarotrauma.Ragdoll
FrozenBarotrauma.Ragdoll
GetAnimationParamsFromType(AnimationType type)Barotrauma.AnimController
GetCenterOfMass()Barotrauma.Ragdoll
GetColliderBottom()Barotrauma.Ragdoll
GetConnectedLimbs(Limb limb)Barotrauma.Ragdollprotected
GetCurrentSpeed(bool useMaxSpeed)Barotrauma.AnimController
GetDepthOffset()Barotrauma.Ragdoll
GetHeightFromFloor()Barotrauma.AnimController
GetImpactDamage(float impact, float? impactTolerance=null)Barotrauma.Ragdoll
GetJoint(LimbType matchingType, IEnumerable< LimbType > ignoredTypes)Barotrauma.AnimControllerprotected
GetJointBetweenLimbs(LimbType limbTypeA, LimbType limbTypeB)Barotrauma.AnimControllerprotected
GetLimb(LimbType limbType, bool excludeSevered=true)Barotrauma.Ragdoll
GetMouthPosition()Barotrauma.Ragdoll
GetSpeed(AnimationType type)Barotrauma.AnimControllervirtual
GetSurfaceY()Barotrauma.Ragdoll
GetValidOrNull(AnimationParams p, float? v)Barotrauma.AnimControllerprotected
GetValidOrNull(AnimationParams p, Vector2 v)Barotrauma.AnimControllerprotected
Grab(Vector2 rightHandPos, Vector2 leftHandPos)Barotrauma.AnimController
HandIK(Limb hand, Vector2 pos, float armTorque=1.0f, float handTorque=1.0f, float maxAngularVelocity=float.PositiveInfinity)Barotrauma.AnimController
Hang()Barotrauma.Ragdoll
HasMultipleLimbsOfSameTypeBarotrauma.Ragdoll
HeadAngleBarotrauma.AnimController
HeadInWaterBarotrauma.Ragdoll
HeadPositionBarotrauma.AnimController
HideAndDisable(LimbType limbType, float duration=0, bool ignoreCollisions=true)Barotrauma.Ragdoll
HoldItem(float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle=0.0f, bool aimMelee=false)Barotrauma.AnimController
IgnorePlatformsBarotrauma.Ragdoll
ImpactToleranceBarotrauma.Ragdoll
InvalidBarotrauma.Ragdoll
inversedLimbDrawOrderBarotrauma.Ragdollprotected
inWaterBarotrauma.Ragdollprotected
InWaterBarotrauma.Ragdoll
IsAboveFloorBarotrauma.AnimController
IsAimingBarotrauma.AnimController
IsAimingMeleeBarotrauma.AnimController
IsClimbingBarotrauma.AnimController
IsFlippedBarotrauma.Ragdoll
IsHangingBarotrauma.Ragdoll
IsMovingBackwardsBarotrauma.AnimController
IsMovingFastBarotrauma.AnimController
IsStuckBarotrauma.Ragdoll
IsUsingItemBarotrauma.AnimController
LeftHandIKPosBarotrauma.AnimController
levitatingColliderBarotrauma.Ragdollprotected
LimbJointsBarotrauma.Ragdoll
LimbsBarotrauma.Ragdoll
LockFlipping(float time=0.2f)Barotrauma.AnimController
LogAccessedRemovedCharacterError()Barotrauma.Ragdollprotected
MainLimbBarotrauma.Ragdoll
MassBarotrauma.Ragdoll
MAX_SPEEDBarotrauma.Ragdollstatic
MoveLimb(Limb limb, Vector2 pos, float amount, bool pullFromCenter=false)Barotrauma.Ragdoll
movementBarotrauma.Ragdoll
OnGroundBarotrauma.Ragdoll
onGroundBarotrauma.Ragdollprotected
OnLimbCollision(Fixture f1, Fixture f2, Contact contact)Barotrauma.Ragdoll
overrideTargetMovementBarotrauma.Ragdollprotected
PlayImpactSound(Limb limb)Barotrauma.Ragdoll
Ragdoll(Character character, string seed, RagdollParams ragdollParams=null)Barotrauma.Ragdoll
RagdollParamsBarotrauma.Ragdoll
Recreate(RagdollParams ragdollParams=null)Barotrauma.AnimControllervirtual
ReleaseStuckLimbs()Barotrauma.Ragdoll
Remove()Barotrauma.Ragdoll
RemoveAll()Barotrauma.Ragdollstatic
RemoveLimb(Limb limb)Barotrauma.Ragdoll
ResetJoints()Barotrauma.Ragdoll
ResetLimbs()Barotrauma.Ragdoll
ResetPullJoints(Func< Limb, bool > condition=null)Barotrauma.Ragdoll
ResetRagdoll(bool forceReload=false)Barotrauma.Ragdoll
RestoreTemporarilyDisabled()Barotrauma.Ragdoll
RightHandIKPosBarotrauma.AnimController
rightShoulderBarotrauma.AnimControllerprotected
RunParamsBarotrauma.AnimController
SaveRagdoll(string fileNameWithoutExtension=null)Barotrauma.Ragdoll
SetPosition(Vector2 simPosition, bool lerp=false, bool ignorePlatforms=true, bool forceMainLimbToCollider=false, bool detachProjectiles=true)Barotrauma.Ragdoll
SeverLimbJoint(LimbJoint limbJoint)Barotrauma.Ragdoll
SimplePhysicsEnabledBarotrauma.Ragdoll
SpriteDeformationsBarotrauma.Ragdoll
StairsBarotrauma.Ragdoll
StartClimbing()Barotrauma.AnimController
StartUsingItem()Barotrauma.AnimController
StepSizeBarotrauma.AnimController
StopClimbing()Barotrauma.AnimController
StopUsingItem()Barotrauma.AnimController
strongestImpactBarotrauma.Ragdollprotected
SubtractMass(Limb limb)Barotrauma.Ragdoll
surfaceYBarotrauma.Ragdollprotected
SwimFastParamsBarotrauma.AnimController
SwimSlowParamsBarotrauma.AnimController
TargetDirBarotrauma.Ragdoll
targetMovementBarotrauma.Ragdollprotected
TargetMovementBarotrauma.Ragdoll
Teleport(Vector2 moveAmount, Vector2 velocityChange, bool detachProjectiles=true)Barotrauma.Ragdoll
TorsoAngleBarotrauma.AnimController
TorsoPositionBarotrauma.AnimController
TryGetCollider(int index, out PhysicsBody collider)Barotrauma.Ragdoll
TrySetLimbPosition(Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp=false, bool ignorePlatforms=true)Barotrauma.Ragdollprotected
Update(float deltaTime, Camera cam)Barotrauma.Ragdoll
UpdateAll(float deltaTime, Camera cam)Barotrauma.Ragdollstatic
UpdateAnim(float deltaTime)Barotrauma.AnimControllerpure virtual
UpdateUseItem(bool allowMovement, Vector2 handWorldPos)Barotrauma.AnimController
upperArmLengthBarotrauma.AnimControllerprotected
useItemTimerBarotrauma.AnimControllerprotected
WalkParamsBarotrauma.AnimController
WalkPosBarotrauma.AnimController
wasAimingBarotrauma.AnimControllerprotected
wasAimingMeleeBarotrauma.AnimControllerprotected
WorldPositionBarotrauma.Ragdoll