Barotrauma Server Doc
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Public Member Functions | |||
HumanoidAnimController (Character character, string seed, HumanRagdollParams ragdollParams=null) | |||
override void | Recreate (RagdollParams ragdollParams=null) | ||
Call this to create the ragdoll from the RagdollParams. More... | |||
override void | UpdateAnim (float deltaTime) | ||
override void | DragCharacter (Character target, float deltaTime) | ||
override void | Flip () | ||
override float | GetSpeed (AnimationType type) | ||
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AnimController (Character character, string seed, RagdollParams ragdollParams=null) | |||
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 () | ||
void | StartUsingItem () | ||
void | StartClimbing () | ||
void | StopUsingItem () | ||
void | StopClimbing () | ||
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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) | ||
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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 () | ||
Properties | |
override RagdollParams | RagdollParams [get, protected set] |
HumanRagdollParams | HumanRagdollParams [get, protected set] |
HumanWalkParams | HumanWalkParams [get, set] |
HumanRunParams | HumanRunParams [get, set] |
HumanCrouchParams | HumanCrouchParams [get, set] |
HumanSwimSlowParams | HumanSwimSlowParams [get, set] |
HumanSwimFastParams | HumanSwimFastParams [get, set] |
new HumanGroundedParams | CurrentGroundedParams [get] |
new HumanSwimParams | CurrentSwimParams [get] |
IHumanAnimation | CurrentHumanAnimParams [get] |
override GroundedMovementParams | WalkParams [get, set] |
override GroundedMovementParams | RunParams [get, set] |
override SwimParams | SwimSlowParams [get, set] |
override SwimParams | SwimFastParams [get, set] |
bool | Crouching [get, set] |
float | HeadLeanAmount [get] |
float | TorsoLeanAmount [get] |
Vector2 | FootMoveOffset [get] |
float | LegBendTorque [get] |
Vector2 | HandMoveOffset [get] |
override Vector2 | AimSourceSimPos [get] |
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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] |
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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] |
Additional Inherited Members | |
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enum class | Animation { None , Climbing , UsingItem , Struggle , CPR , UsingItemWhileClimbing } |
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static void | UpdateAll (float deltaTime, Camera cam) |
static void | RemoveAll () |
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Animation | Anim |
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LimbJoint[] | LimbJoints |
Vector2 | movement |
Structure | Stairs |
Direction | TargetDir |
bool | forceStanding |
bool | forceNotStanding |
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const float | MAX_SPEED = 20 |
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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) |
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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 () |
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LimbJoint | rightShoulder |
float | upperArmLength |
float | useItemTimer |
bool | aiming |
bool | wasAiming |
bool | aimingMelee |
bool | wasAimingMelee |
float | deathAnimTimer |
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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 |
Definition at line 11 of file HumanoidAnimController.cs.
Barotrauma.HumanoidAnimController.HumanoidAnimController | ( | Character | character, |
string | seed, | ||
HumanRagdollParams | ragdollParams = null |
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Definition at line 208 of file HumanoidAnimController.cs.
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Implements Barotrauma.AnimController.
Definition at line 1581 of file HumanoidAnimController.cs.
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Reimplemented from Barotrauma.Ragdoll.
Definition at line 1931 of file HumanoidAnimController.cs.
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Reimplemented from Barotrauma.AnimController.
Definition at line 2011 of file HumanoidAnimController.cs.
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Call this to create the ragdoll from the RagdollParams.
Reimplemented from Barotrauma.AnimController.
Definition at line 214 of file HumanoidAnimController.cs.
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Implements Barotrauma.AnimController.
Definition at line 251 of file HumanoidAnimController.cs.
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Definition at line 180 of file HumanoidAnimController.cs.
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Definition at line 158 of file HumanoidAnimController.cs.
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Definition at line 128 of file HumanoidAnimController.cs.
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Definition at line 132 of file HumanoidAnimController.cs.
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Definition at line 130 of file HumanoidAnimController.cs.
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Definition at line 176 of file HumanoidAnimController.cs.
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Definition at line 178 of file HumanoidAnimController.cs.
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Definition at line 174 of file HumanoidAnimController.cs.
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Definition at line 87 of file HumanoidAnimController.cs.
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Definition at line 31 of file HumanoidAnimController.cs.
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Definition at line 73 of file HumanoidAnimController.cs.
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Definition at line 115 of file HumanoidAnimController.cs.
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Definition at line 101 of file HumanoidAnimController.cs.
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Definition at line 59 of file HumanoidAnimController.cs.
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Definition at line 177 of file HumanoidAnimController.cs.
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Definition at line 24 of file HumanoidAnimController.cs.
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Definition at line 140 of file HumanoidAnimController.cs.
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Definition at line 152 of file HumanoidAnimController.cs.
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Definition at line 146 of file HumanoidAnimController.cs.
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Definition at line 175 of file HumanoidAnimController.cs.
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Definition at line 134 of file HumanoidAnimController.cs.