Enumerator |
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Disable |
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Collapse |
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void DestructibleBuilding.CollapsibleObject.Init |
( |
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inline |
void DestructibleBuilding.CollapsibleObject.Load |
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ConfigNode |
node | ) |
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inline |
void DestructibleBuilding.CollapsibleObject.Reset |
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inline |
void DestructibleBuilding.CollapsibleObject.Save |
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ConfigNode |
node | ) |
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inline |
void DestructibleBuilding.CollapsibleObject.SetDestroyed |
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bool |
st | ) |
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inline |
Behaviour DestructibleBuilding.CollapsibleObject.collapseBehaviour = Behaviour.Disable |
float DestructibleBuilding.CollapsibleObject.collapseDuration = 0f |
Length of the collapse transition. For Disable behaviour, this is the delay before disabling.
GameObject DestructibleBuilding.CollapsibleObject.collapseObject |
Vector3 DestructibleBuilding.CollapsibleObject.collapseOffset = Vector3.zero |
The end position to collapse towards (offset in local space).
Vector3 DestructibleBuilding.CollapsibleObject.collapseTiltMax = Vector3.zero |
The max angles (in degrees) to tilt the object as it collapses (direction is random along the possible axes, towards negative or positive range)
float DestructibleBuilding.CollapsibleObject.repairDuration = 0f |
Length of the repait transition
float DestructibleBuilding.CollapsibleObject.replaceDelay = 1f |
If a replacement object is defined, this is the time to wait before bringing in the replacement.
GameObject DestructibleBuilding.CollapsibleObject.replacementObject |
VFXSequencer DestructibleBuilding.CollapsibleObject.SecondaryFXPrefab |
A secondary sequence of sounds and visual effects to be triggered, only if this collapsible object is still uncolapsed (use for shared effects).
bool DestructibleBuilding.CollapsibleObject.setup |
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get |
The documentation for this class was generated from the following file: