Barotrauma Client Doc
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Public Types | |
enum class | Animation { None , Climbing , UsingItem , Struggle , CPR , UsingItemWhileClimbing } |
Public Member Functions | |||
AnimController (Character character, string seed, RagdollParams ragdollParams=null) | |||
abstract void | UpdateAnim (float deltaTime) | ||
abstract void | DragCharacter (Character target, float deltaTime) | ||
virtual float | GetSpeed (AnimationType type) | ||
float | GetCurrentSpeed (bool useMaxSpeed) | ||
AnimationParams | GetAnimationParamsFromType (AnimationType type) | ||
float | GetHeightFromFloor () | ||
void | LockFlipping (float time=0.2f) | ||
void | UpdateUseItem (bool allowMovement, Vector2 handWorldPos) | ||
void | Grab (Vector2 rightHandPos, Vector2 leftHandPos) | ||
void | HoldItem (float deltaTime, Item item, Vector2[] handlePos, Vector2 holdPos, Vector2 aimPos, bool aim, float holdAngle, float itemAngleRelativeToHoldAngle=0.0f, bool aimMelee=false) | ||
void | HandIK (Limb hand, Vector2 pos, float armTorque=1.0f, float handTorque=1.0f, float maxAngularVelocity=float.PositiveInfinity) | ||
void | ApplyPose (Vector2 leftHandPos, Vector2 rightHandPos, Vector2 leftFootPos, Vector2 rightFootPos, float footMoveForce=10) | ||
void | ApplyTestPose () | ||
override void | Recreate (RagdollParams ragdollParams=null) | ||
Call this to create the ragdoll from the RagdollParams. More... | |||
void | StartUsingItem () | ||
void | StartClimbing () | ||
void | StopUsingItem () | ||
void | StopClimbing () | ||
Public Member Functions inherited from Barotrauma.Ragdoll | |||
bool | TryGetCollider (int index, out PhysicsBody collider) | ||
void | SubtractMass (Limb limb) | ||
Ragdoll (Character character, string seed, RagdollParams ragdollParams=null) | |||
void | SaveRagdoll (string fileNameWithoutExtension=null) | ||
Saves all serializable data in the currently selected ragdoll params. This method should properly handle character flipping. More... | |||
void | ResetRagdoll (bool forceReload=false) | ||
Resets the serializable data to the currently selected ragdoll params. Force reloading always loads the xml stored on the disk. More... | |||
void | ResetJoints () | ||
Resets the current joint values to the serialized joint params. More... | |||
void | ResetLimbs () | ||
Resets the current limb values to the serialized limb params. More... | |||
void | AddJoint (JointParams jointParams) | ||
void | AddLimb (Limb limb) | ||
void | RemoveLimb (Limb limb) | ||
bool | OnLimbCollision (Fixture f1, Fixture f2, Contact contact) | ||
float | GetImpactDamage (float impact, float? impactTolerance=null) | ||
bool | SeverLimbJoint (LimbJoint limbJoint) | ||
virtual void | Flip () | ||
Vector2 | GetCenterOfMass () | ||
void | MoveLimb (Limb limb, Vector2 pos, float amount, bool pullFromCenter=false) | ||
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void | ResetPullJoints (Func< Limb, bool > condition=null) | ||
void | FindHull (Vector2? worldPosition=null, bool setSubmarine=true) | ||
void | Teleport (Vector2 moveAmount, Vector2 velocityChange, bool detachProjectiles=true) | ||
void | Update (float deltaTime, Camera cam) | ||
void | ForceRefreshFloorY () | ||
float | GetSurfaceY () | ||
Get the position of the surface of water at the position of the character, in display units (taking into account connected hulls above the hull the character is in) More... | |||
void | SetPosition (Vector2 simPosition, bool lerp=false, bool ignorePlatforms=true, bool forceMainLimbToCollider=false, bool detachProjectiles=true) | ||
void | Hang () | ||
Limb | GetLimb (LimbType limbType, bool excludeSevered=true) | ||
Note that if there are multiple limbs of the same type, only the first (valid) limb is returned. More... | |||
Vector2? | GetMouthPosition () | ||
Vector2 | GetColliderBottom () | ||
Limb | FindLowestLimb () | ||
void | ReleaseStuckLimbs () | ||
void | HideAndDisable (LimbType limbType, float duration=0, bool ignoreCollisions=true) | ||
void | RestoreTemporarilyDisabled () | ||
void | Remove () | ||
void | PlayImpactSound (Limb limb) | ||
void | Draw (SpriteBatch spriteBatch, Camera cam) | ||
float | GetDepthOffset () | ||
Offset added to the default draw depth of the character's limbs. For example, climbing on ladders affects the depth of the character to get it to render behind the ladders. More... | |||
void | DebugDraw (SpriteBatch spriteBatch) | ||
Public Attributes | |
Animation | Anim |
Public Attributes inherited from Barotrauma.Ragdoll | |
LimbJoint[] | LimbJoints |
Vector2 | movement |
Structure | Stairs |
Direction | TargetDir |
bool | forceStanding |
bool | forceNotStanding |
Protected Member Functions | |
float? | GetValidOrNull (AnimationParams p, float? v) |
Vector2? | GetValidOrNull (AnimationParams p, Vector2 v) |
void | CalculateArmLengths () |
LimbJoint | GetJointBetweenLimbs (LimbType limbTypeA, LimbType limbTypeB) |
LimbJoint | GetJoint (LimbType matchingType, IEnumerable< LimbType > ignoredTypes) |
Protected Member Functions inherited from Barotrauma.Ragdoll | |
void | CreateColliders () |
void | CreateJoints () |
void | CreateLimbs () |
void | AddLimb (LimbParams limbParams) |
List< Limb > | GetConnectedLimbs (Limb limb) |
void | LogAccessedRemovedCharacterError () |
void | TrySetLimbPosition (Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp=false, bool ignorePlatforms=true) |
void | CheckDistFromCollider () |
Protected Attributes | |
LimbJoint | rightShoulder |
float | upperArmLength |
float | useItemTimer |
bool | aiming |
bool | wasAiming |
bool | aimingMelee |
bool | wasAimingMelee |
float | deathAnimTimer |
Protected Attributes inherited from Barotrauma.Ragdoll | |
Hull | currentHull |
Character | character |
float | strongestImpact |
Vector2 | targetMovement |
Vector2 | overrideTargetMovement |
float | floorY |
Fixture | floorFixture |
Vector2 | floorNormal = Vector2.UnitY |
float | surfaceY |
bool | inWater |
bool | onGround |
Direction | dir |
List< PhysicsBody > | collider |
int | colliderIndex = 0 |
bool | levitatingCollider = true |
Limb[] | inversedLimbDrawOrder |
Inversed draw order, which is used for drawing the limbs in 3d (deformable sprites). More... | |
Properties | |
Vector2 | RightHandIKPos [get, protected set] |
Vector2 | LeftHandIKPos [get, protected set] |
bool | IsAiming [get] |
bool | IsAimingMelee [get] |
bool | Aiming [get] |
float | ArmLength [get] |
abstract GroundedMovementParams | WalkParams [get, set] |
abstract GroundedMovementParams | RunParams [get, set] |
abstract SwimParams | SwimSlowParams [get, set] |
abstract SwimParams | SwimFastParams [get, set] |
AnimationParams? | CurrentAnimationParams [get] |
AnimationType | ForceSelectAnimationType [get, set] |
GroundedMovementParams? | CurrentGroundedParams [get] |
SwimParams? | CurrentSwimParams [get] |
bool | CanWalk [get] |
bool | IsMovingBackwards [get] |
bool | IsMovingFast [get] |
Note: Presupposes that the slow speed is lower than the high speed. Otherwise will give invalid results. More... | |
List< AnimationParams > | AllAnimParams [get] |
Note: creates a new list every time, because the params might have changed. If there is a need to access the property frequently, change the implementation to an array, where the slot is updated when the param is updated(?) Currently it's not simple to implement, since the properties are not implemented here, but in the derived classes. Would require to change the params virtual and to call the base property getter/setter or something. More... | |
bool | IsUsingItem [get] |
bool | IsClimbing [get] |
Vector2 | AimSourceWorldPos [get] |
Vector2 | AimSourcePos [get] |
virtual Vector2 | AimSourceSimPos [get] |
override? float | HeadPosition [get] |
override? float | TorsoPosition [get] |
override? float | HeadAngle [get] |
override? float | TorsoAngle [get] |
virtual ? Vector2 | StepSize [get] |
bool | AnimationTestPose [get, set] |
float | WalkPos [get, protected set] |
bool | IsAboveFloor [get] |
float | FlipLockTime [get] |
Properties inherited from Barotrauma.Ragdoll | |
abstract RagdollParams | RagdollParams [get, protected set] |
Limb[] | Limbs [get] |
bool | HasMultipleLimbsOfSameType [get] |
bool?? | Frozen [get, set] |
Character | Character [get] |
bool | OnGround [get] |
float | ColliderHeightFromFloor [get] |
In sim units. Joint scale applied. More... | |
bool | IsStuck [get] |
PhysicsBody? | Collider [get] |
int | ColliderIndex [get, set] |
float | FloorY [get] |
float | Mass [get] |
Limb?? | MainLimb [get] |
Vector2? | WorldPosition [get] |
bool? | SimplePhysicsEnabled [get, set] |
Vector2? | TargetMovement [get, set] |
abstract ? float | HeadPosition [get] |
abstract ? float | HeadAngle [get] |
abstract ? float | TorsoPosition [get] |
abstract ? float | TorsoAngle [get] |
float?? | ImpactTolerance [get] |
bool | Draggable [get] |
bool | CanEnterSubmarine [get] |
float | Dir [get] |
Direction | Direction [get] |
bool | InWater [get] |
bool | HeadInWater [get] |
Hull? | CurrentHull [get, set] |
bool | IgnorePlatforms [get, set] |
bool | IsFlipped [get] |
bool? | BodyInRest [get, set] |
bool | Invalid [get] |
bool | IsHanging [get, protected set] |
HashSet< SpriteDeformation > | SpriteDeformations = new HashSet<SpriteDeformation>() [get, protected set] |
Additional Inherited Members | |
Static Public Member Functions inherited from Barotrauma.Ragdoll | |
static void | UpdateAll (float deltaTime, Camera cam) |
static void | RemoveAll () |
Static Public Attributes inherited from Barotrauma.Ragdoll | |
const float | MAX_SPEED = 20 |
Definition at line 11 of file AnimController.cs.
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Enumerator | |
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None | |
Climbing | |
UsingItem | |
Struggle | |
CPR | |
UsingItemWhileClimbing |
Definition at line 137 of file AnimController.cs.
Barotrauma.AnimController.AnimController | ( | Character | character, |
string | seed, | ||
RagdollParams | ragdollParams = null |
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) |
Definition at line 179 of file AnimController.cs.
void Barotrauma.AnimController.ApplyPose | ( | Vector2 | leftHandPos, |
Vector2 | rightHandPos, | ||
Vector2 | leftFootPos, | ||
Vector2 | rightFootPos, | ||
float | footMoveForce = 10 |
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) |
Definition at line 645 of file AnimController.cs.
void Barotrauma.AnimController.ApplyTestPose | ( | ) |
Definition at line 682 of file AnimController.cs.
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protected |
Definition at line 695 of file AnimController.cs.
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pure virtual |
Implemented in Barotrauma.HumanoidAnimController, and Barotrauma.FishAnimController.
AnimationParams Barotrauma.AnimController.GetAnimationParamsFromType | ( | AnimationType | type | ) |
Definition at line 251 of file AnimController.cs.
float Barotrauma.AnimController.GetCurrentSpeed | ( | bool | useMaxSpeed | ) |
Definition at line 216 of file AnimController.cs.
float Barotrauma.AnimController.GetHeightFromFloor | ( | ) |
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Definition at line 751 of file AnimController.cs.
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Definition at line 744 of file AnimController.cs.
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Reimplemented in Barotrauma.HumanoidAnimController.
Definition at line 185 of file AnimController.cs.
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Definition at line 156 of file AnimController.cs.
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Definition at line 163 of file AnimController.cs.
void Barotrauma.AnimController.Grab | ( | Vector2 | rightHandPos, |
Vector2 | leftHandPos | ||
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Definition at line 362 of file AnimController.cs.
void Barotrauma.AnimController.HandIK | ( | Limb | hand, |
Vector2 | pos, | ||
float | armTorque = 1.0f , |
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float | handTorque = 1.0f , |
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float | maxAngularVelocity = float.PositiveInfinity |
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) |
Definition at line 588 of file AnimController.cs.
void Barotrauma.AnimController.HoldItem | ( | float | deltaTime, |
Item | item, | ||
Vector2[] | handlePos, | ||
Vector2 | holdPos, | ||
Vector2 | aimPos, | ||
bool | aim, | ||
float | holdAngle, | ||
float | itemAngleRelativeToHoldAngle = 0.0f , |
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bool | aimMelee = false |
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) |
Definition at line 379 of file AnimController.cs.
void Barotrauma.AnimController.LockFlipping | ( | float | time = 0.2f | ) |
Definition at line 282 of file AnimController.cs.
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virtual |
Call this to create the ragdoll from the RagdollParams.
Reimplemented from Barotrauma.Ragdoll.
Reimplemented in Barotrauma.HumanoidAnimController.
Definition at line 758 of file AnimController.cs.
void Barotrauma.AnimController.StartClimbing | ( | ) |
void Barotrauma.AnimController.StartUsingItem | ( | ) |
void Barotrauma.AnimController.StopClimbing | ( | ) |
void Barotrauma.AnimController.StopUsingItem | ( | ) |
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pure virtual |
Implemented in Barotrauma.HumanoidAnimController, and Barotrauma.FishAnimController.
void Barotrauma.AnimController.UpdateUseItem | ( | bool | allowMovement, |
Vector2 | handWorldPos | ||
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Definition at line 287 of file AnimController.cs.
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Definition at line 19 of file AnimController.cs.
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Definition at line 21 of file AnimController.cs.
Animation Barotrauma.AnimController.Anim |
Definition at line 138 of file AnimController.cs.
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Definition at line 93 of file AnimController.cs.
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Definition at line 16 of file AnimController.cs.
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Definition at line 153 of file AnimController.cs.
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Definition at line 143 of file AnimController.cs.
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Note: creates a new list every time, because the params might have changed. If there is a need to access the property frequently, change the implementation to an array, where the slot is updated when the param is updated(?) Currently it's not simple to implement, since the properties are not implemented here, but in the derived classes. Would require to change the params virtual and to call the base property getter/setter or something.
Definition at line 117 of file AnimController.cs.
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Definition at line 141 of file AnimController.cs.
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Definition at line 90 of file AnimController.cs.
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Note: Presupposes that the slow speed is lower than the high speed. Otherwise will give invalid results.
Definition at line 98 of file AnimController.cs.
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Definition at line 177 of file AnimController.cs.