override void VehiclePhysics.VPDamage.OnDisableComponent |
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inlinevirtual |
override void VehiclePhysics.VPDamage.OnEnableComponent |
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inlinevirtual |
void VehiclePhysics.VPDamage.Repair |
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inline |
MeshCollider [] VehiclePhysics.VPDamage.colliders = new MeshCollider[0] |
float VehiclePhysics.VPDamage.damageRadius = 1.0f |
bool VehiclePhysics.VPDamage.enableRepairKey = true |
float VehiclePhysics.VPDamage.maxDisplacement = 0.5f |
float VehiclePhysics.VPDamage.maxNodeRotation = 14.0f |
float VehiclePhysics.VPDamage.maxVertexFracture = 0.1f |
MeshFilter [] VehiclePhysics.VPDamage.meshes = new MeshFilter[0] |
float VehiclePhysics.VPDamage.minVelocity = 1.0f |
float VehiclePhysics.VPDamage.multiplier = 1.0f |
float VehiclePhysics.VPDamage.nodeDamageRadius = 0.5f |
float VehiclePhysics.VPDamage.nodeRotationRate = 10.0f |
Transform [] VehiclePhysics.VPDamage.nodes = new Transform[0] |
KeyCode VehiclePhysics.VPDamage.repairKey = KeyCode.R |
float VehiclePhysics.VPDamage.vertexRepairRate = 0.1f |
float VehiclePhysics.VPDamage.colliderDamage |
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get |
bool VehiclePhysics.VPDamage.isRepairing |
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get |
float VehiclePhysics.VPDamage.meshDamage |
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get |
float VehiclePhysics.VPDamage.nodeDamage |
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get |
The documentation for this class was generated from the following file:
- KSP/Assets/Packages/VehiclePhysicsPro/Core/Vehicle Physics core/Components/VPDamage.cs