Barotrauma Client Doc
Barotrauma.FishAnimController Class Reference
Inheritance diagram for Barotrauma.FishAnimController:
Barotrauma.AnimController Barotrauma.Ragdoll

Public Member Functions

 FishAnimController (Character character, string seed, FishRagdollParams ragdollParams=null)
 
override void UpdateAnim (float deltaTime)
 
override void DragCharacter (Character target, float deltaTime)
 
override void Flip ()
 
void Mirror (bool lerp=true)
 
- Public Member Functions inherited from Barotrauma.AnimController
 AnimController (Character character, string seed, RagdollParams ragdollParams=null)
 
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)
 
Vector2 GetCenterOfMass ()
 
void MoveLimb (Limb limb, Vector2 pos, float amount, bool pullFromCenter=false)
 
Parameters
pullFromCenterif false, force is applied to the position of pullJoint
More...
 
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

bool reverse
 
- Public Attributes inherited from Barotrauma.AnimController
Animation Anim
 
- Public Attributes inherited from Barotrauma.Ragdoll
LimbJoint[] LimbJoints
 
Vector2 movement
 
Structure Stairs
 
Direction TargetDir
 
bool forceStanding
 
bool forceNotStanding
 

Properties

override RagdollParams RagdollParams [get, protected set]
 
FishRagdollParams FishRagdollParams [get, protected set]
 
FishWalkParams FishWalkParams [get, set]
 
FishRunParams FishRunParams [get, set]
 
FishSwimSlowParams FishSwimSlowParams [get, set]
 
FishSwimFastParams FishSwimFastParams [get, set]
 
IFishAnimation CurrentFishAnimation [get]
 
new FishGroundedParams CurrentGroundedParams [get]
 
new FishSwimParams CurrentSwimParams [get]
 
float? TailAngle [get]
 
float FootTorque [get]
 
float HeadTorque [get]
 
float TorsoTorque [get]
 
float TailTorque [get]
 
float HeadMoveForce [get]
 
float TorsoMoveForce [get]
 
float FootMoveForce [get]
 
override GroundedMovementParams WalkParams [get, set]
 
override GroundedMovementParams RunParams [get, set]
 
override SwimParams SwimSlowParams [get, set]
 
override SwimParams SwimFastParams [get, set]
 
- Properties inherited from Barotrauma.AnimController
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]
 
AnimationParamsCurrentAnimationParams [get]
 
AnimationType ForceSelectAnimationType [get, set]
 
GroundedMovementParamsCurrentGroundedParams [get]
 
SwimParamsCurrentSwimParams [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< AnimationParamsAllAnimParams [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]
 
PhysicsBodyCollider [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]
 
HullCurrentHull [get, set]
 
bool IgnorePlatforms [get, set]
 
bool IsFlipped [get]
 
bool? BodyInRest [get, set]
 
bool Invalid [get]
 
bool IsHanging [get, protected set]
 
HashSet< SpriteDeformationSpriteDeformations = new HashSet<SpriteDeformation>() [get, protected set]
 

Additional Inherited Members

- Public Types inherited from Barotrauma.AnimController
enum class  Animation {
  None , Climbing , UsingItem , Struggle ,
  CPR , UsingItemWhileClimbing
}
 
- 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
 
- Protected Member Functions inherited from Barotrauma.AnimController
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< LimbGetConnectedLimbs (Limb limb)
 
void LogAccessedRemovedCharacterError ()
 
void TrySetLimbPosition (Limb limb, Vector2 original, Vector2 simPosition, float rotation, bool lerp=false, bool ignorePlatforms=true)
 
void CheckDistFromCollider ()
 
- Protected Attributes inherited from Barotrauma.AnimController
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< PhysicsBodycollider
 
int colliderIndex = 0
 
bool levitatingCollider = true
 
Limb[] inversedLimbDrawOrder
 Inversed draw order, which is used for drawing the limbs in 3d (deformable sprites). More...
 

Detailed Description

Definition at line 10 of file FishAnimController.cs.

Constructor & Destructor Documentation

◆ FishAnimController()

Barotrauma.FishAnimController.FishAnimController ( Character  character,
string  seed,
FishRagdollParams  ragdollParams = null 
)

Definition at line 134 of file FishAnimController.cs.

Member Function Documentation

◆ DragCharacter()

override void Barotrauma.FishAnimController.DragCharacter ( Character  target,
float  deltaTime 
)
virtual

Implements Barotrauma.AnimController.

Definition at line 335 of file FishAnimController.cs.

◆ Flip()

override void Barotrauma.FishAnimController.Flip ( )
virtual

Reimplemented from Barotrauma.Ragdoll.

Definition at line 1026 of file FishAnimController.cs.

◆ Mirror()

void Barotrauma.FishAnimController.Mirror ( bool  lerp = true)

Definition at line 1043 of file FishAnimController.cs.

◆ UpdateAnim()

override void Barotrauma.FishAnimController.UpdateAnim ( float  deltaTime)
virtual

Implements Barotrauma.AnimController.

Definition at line 136 of file FishAnimController.cs.

Member Data Documentation

◆ reverse

bool Barotrauma.FishAnimController.reverse

Definition at line 464 of file FishAnimController.cs.

Property Documentation

◆ CurrentFishAnimation

IFishAnimation Barotrauma.FishAnimController.CurrentFishAnimation
get

Definition at line 95 of file FishAnimController.cs.

◆ CurrentGroundedParams

new FishGroundedParams Barotrauma.FishAnimController.CurrentGroundedParams
get

Definition at line 96 of file FishAnimController.cs.

◆ CurrentSwimParams

new FishSwimParams Barotrauma.FishAnimController.CurrentSwimParams
get

Definition at line 97 of file FishAnimController.cs.

◆ FishRagdollParams

FishRagdollParams Barotrauma.FishAnimController.FishRagdollParams
getprotected set

Definition at line 19 of file FishAnimController.cs.

◆ FishRunParams

FishRunParams Barotrauma.FishAnimController.FishRunParams
getset

Definition at line 54 of file FishAnimController.cs.

◆ FishSwimFastParams

FishSwimFastParams Barotrauma.FishAnimController.FishSwimFastParams
getset

Definition at line 82 of file FishAnimController.cs.

◆ FishSwimSlowParams

FishSwimSlowParams Barotrauma.FishAnimController.FishSwimSlowParams
getset

Definition at line 68 of file FishAnimController.cs.

◆ FishWalkParams

FishWalkParams Barotrauma.FishAnimController.FishWalkParams
getset

Definition at line 40 of file FishAnimController.cs.

◆ FootMoveForce

float Barotrauma.FishAnimController.FootMoveForce
get

Definition at line 106 of file FishAnimController.cs.

◆ FootTorque

float Barotrauma.FishAnimController.FootTorque
get

Definition at line 100 of file FishAnimController.cs.

◆ HeadMoveForce

float Barotrauma.FishAnimController.HeadMoveForce
get

Definition at line 104 of file FishAnimController.cs.

◆ HeadTorque

float Barotrauma.FishAnimController.HeadTorque
get

Definition at line 101 of file FishAnimController.cs.

◆ RagdollParams

override RagdollParams Barotrauma.FishAnimController.RagdollParams
getprotected set

Definition at line 12 of file FishAnimController.cs.

◆ RunParams

override GroundedMovementParams Barotrauma.FishAnimController.RunParams
getset

Definition at line 114 of file FishAnimController.cs.

◆ SwimFastParams

override SwimParams Barotrauma.FishAnimController.SwimFastParams
getset

Definition at line 126 of file FishAnimController.cs.

◆ SwimSlowParams

override SwimParams Barotrauma.FishAnimController.SwimSlowParams
getset

Definition at line 120 of file FishAnimController.cs.

◆ TailAngle

float? Barotrauma.FishAnimController.TailAngle
get

Definition at line 99 of file FishAnimController.cs.

◆ TailTorque

float Barotrauma.FishAnimController.TailTorque
get

Definition at line 103 of file FishAnimController.cs.

◆ TorsoMoveForce

float Barotrauma.FishAnimController.TorsoMoveForce
get

Definition at line 105 of file FishAnimController.cs.

◆ TorsoTorque

float Barotrauma.FishAnimController.TorsoTorque
get

Definition at line 102 of file FishAnimController.cs.

◆ WalkParams

override GroundedMovementParams Barotrauma.FishAnimController.WalkParams
getset

Definition at line 108 of file FishAnimController.cs.