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float | GetTeamDirection () |
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ItemPickup | GetHolder () |
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void | Return () |
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void | Master_Return () |
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void | Master_Capture (Flag baseFlag) |
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void | ResetBody () |
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void | AddTouchedEvent (Action< GameObject, GameObject > x) |
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void | RemoveTouchedEvent (Action< GameObject, GameObject > x) |
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bool | IsLooseFlag () |
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static bool | IsFlag (GameObject gameObject) |
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static Flag | GetFlagFromCarrier (GameObject carrier) |
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float | uprightTorque = 10.0f |
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float | parentVelocityFactor = 10.0f |
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float | parentVelocitySmooth = 0.1f |
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Vector3 | wind = new Vector3(2.0f, 9.0f, 0.0f) |
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Vector3 | windRandom = new Vector3(5.0f, 3.0f, 0.0f) |
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float | windRandomFrequency = 5.0f |
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float | standingVolume = 0.8f |
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float | triggerRadius = 2f |
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LayerMask | triggerLayer |
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bool | carried = false |
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bool | safe = true |
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bool | inbase = true |
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bool | dropped = false |
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float | baseRadius = 8.0f |
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float | basePosLerp = 0.05f |
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Rigidbody2D | body |
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Collider2D | col |
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VerletCloth | cloth |
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MeshRenderer | render |
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Team | team |
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BaseCapture | baseCapture |
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Vector3 | basePoint |
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float | triggerGuardTime |
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float | looseTime |
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bool | grabbed |
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bool | blink |
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ItemPickup | holder |
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ItemPickup | lastholder |
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Player | lastTouchedPlayer |
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SpriteRenderer | glowSprite |
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Action< GameObject, GameObject > | triggered |
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static List< Flag > | _flags = new List<Flag>() |
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The documentation for this class was generated from the following file:
- C:/Transhuman/S2/Assets/Objects/Flag/Flag.cs