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void | ManualStart () |
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void | Die () |
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void | Extrapolate (float timeSecs) |
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void | AddToBulletList (int bulletId) |
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static void | RemoveFromBulletList (int bulletId, Vector2 moveToPos, bool destroy) |
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static StandardBullet | GetFromBulletList (int bulletId) |
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TrailRenderer | trail |
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float | trailTimeScale = 1.0f |
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float | trailWidthScale = 1.0f |
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float | timeOutSecs = 1.0f |
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bool | dieOnStop = true |
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float | dropAfterDistanceScreenPercent = 1.0f |
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float | dropGravityScalePercent = 1.0f |
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float | dropDampPercent = 1.0f |
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float | damageDropPercent = 1.0f |
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Gradient | droppingGradient |
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ImpactEffectMask | effectMask = ImpactEffectMask.Bullet |
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bool | clientSideCollisionEffectOnlyIfSure = true |
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bool | noClientSideCollision = false |
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LayerMask | teamIgnoreLayer |
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bool | syncDestroy |
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float | damage = 1.0f |
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float | force = 50.0f |
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float | flagforce = 50.0f |
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float | knockOut = 1.0f |
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float | upwardsPercent = 0.0f |
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bool | onlyDead = true |
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Vector2 | aimPos |
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float | ricochetCoef = -0.2f |
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Vector2 | startVelocity |
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float | penetration |
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float | headModifier |
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float | torsoModifier |
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float | legsModifier |
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GameObject | owner |
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Team | ownerTeam |
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Player | damagePlayer |
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NetworkObject | damageObject |
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int | bulletId |
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VerletProjectile | verlet |
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StandardBulletEvent | OnStop = new StandardBulletEvent() |
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StandardBulletEvent | OnDie = new StandardBulletEvent() |
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ImpactEvent | OnImpact = new ImpactEvent() |
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MeshRenderer[] | renderers |
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Explosion | explo |
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bool | damageTiedToVelocity = true |
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The documentation for this class was generated from the following file:
- C:/Transhuman/S2/Assets/Engine/Standard/Weapon/StandardBullet.cs