virtual void KerbalExpressionAI.Awake |
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virtual void KerbalExpressionAI.FixedUpdate |
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< this isn't actually gee force... but it looks funnier like this
virtual IEnumerator KerbalExpressionAI.kerbalAvatarUpdateCycle |
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virtual void KerbalExpressionAI.OnDestroy |
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virtual void KerbalExpressionAI.Start |
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virtual void KerbalExpressionAI.Update |
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virtual void KerbalExpressionAI.UpdateExpressionAI |
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< rule 1 (weight 0.6)
< rule 2
< rule 4
< rule 6
< rule 8
< rule 2 and 3
< rule 3 and 5
< rule 6
< rule 7
< balance out wheee vs panic
virtual void KerbalExpressionAI.UpdateHeadMesh |
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< and apply the appropriate mesh
virtual void KerbalExpressionAI.UpdateHeadTransforms |
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< animate the kerbal (higher expression levels will increase movement)
float KerbalExpressionAI.courage |
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Mesh KerbalExpressionAI.currentMesh |
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float KerbalExpressionAI.expression |
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float KerbalExpressionAI.fearFactor |
ranges from -1 to 1, where -1 is total panic, 1 is full wheee, and 0 is idle
float KerbalExpressionAI.flight_angularV |
float KerbalExpressionAI.flight_gee |
float KerbalExpressionAI.flight_velocity |
float KerbalExpressionAI.headBobAmount = 20.0f |
MeshFilter KerbalExpressionAI.headMesh |
Transform KerbalExpressionAI.headRef |
Quaternion KerbalExpressionAI.helmetInitRot |
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Mesh KerbalExpressionAI.idleMesh |
float KerbalExpressionAI.idleThreshold = 0.2f |
bool KerbalExpressionAI.isBadass |
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float KerbalExpressionAI.noiseSeed |
float KerbalExpressionAI.panicLevel |
Mesh [] KerbalExpressionAI.panicMeshes |
bool KerbalExpressionAI.running |
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float KerbalExpressionAI.stupidity |
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float KerbalExpressionAI.updateInterval |
float KerbalExpressionAI.wheeeLevel |
Mesh [] KerbalExpressionAI.wheeeMeshes |
The documentation for this class was generated from the following file: