void DestructibleBuilding.AddDamage |
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float |
d | ) |
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Adds arbitrary damage to the structure. Damage units are measured in momentum. (vel*mass) No damage will be added if game parameters call for indestructible facilities.
- Parameters
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void DestructibleBuilding.ClearID |
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void DestructibleBuilding.CompileID |
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void DestructibleBuilding.Demolish |
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void DestructibleBuilding.FixedUpdate |
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MonoBehaviour DestructibleBuilding.GetInstance |
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float DestructibleBuilding.GetRepairSequenceDuration |
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void DestructibleBuilding.OnCollisionEnter |
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Collision |
c | ) |
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inline |
< ease in and out function, makes < 0.5 values extra low, and > 0.5 values extra high
< yes, this might be a redo of a prior normalization step. Ah well.
Implements ICollisionEvents.
void DestructibleBuilding.OnCollisionExit |
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Collision |
c | ) |
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void DestructibleBuilding.OnCollisionStay |
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Collision |
c | ) |
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bool DestructibleBuilding.RegisterInstance |
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void DestructibleBuilding.Repair |
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void DestructibleBuilding.Reset |
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Reset, unlike Repair, returns the building to its initial intact state silently (without any effects or sounds and without firing events). Used for loading between saves.
void DestructibleBuilding.UnregisterInstance |
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bool |
saveState | ) |
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inline |
float DestructibleBuilding.BuildingToughnessFactor = 0.75f |
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static |
float DestructibleBuilding.CollapseReputationHit = 0f |
A list of objects which will be brought down when demolishing
float DestructibleBuilding.damageDecay = 5f |
The sequence of sounds and visual effects to be triggered on demolition.
float DestructibleBuilding.FacilityDamageFraction = 0f |
Transform DestructibleBuilding.FxTarget |
string DestructibleBuilding.id |
float DestructibleBuilding.impactMomentumThreshold = 500f |
bool DestructibleBuilding.preCompiledId |
float DestructibleBuilding.RepairCost = 0f |
The sequence of sounds and visual effects to be triggered on repairing.
float DestructibleBuilding.Damage |
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get |
bool DestructibleBuilding.IsDestroyed |
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get |
bool DestructibleBuilding.IsIntact |
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get |
The documentation for this class was generated from the following file: