|
enum | DeathBy { DeathBy.Animation,
DeathBy.AnimationWithRagdoll,
DeathBy.Ragdoll
} |
|
OnActiveRagdoll | _onActiveRagdoll = new OnActiveRagdoll() |
|
vAnimatorParameter | hitDirectionHash |
|
vAnimatorParameter | reactionIDHash |
|
vAnimatorParameter | triggerReactionHash |
|
vAnimatorParameter | triggerResetStateHash |
|
vAnimatorParameter | recoilIDHash |
|
vAnimatorParameter | triggerRecoilHash |
|
bool | isInit |
|
bool | _isDead |
|
float | _currentHealth |
|
OnReceiveDamage | _onReceiveDamage = new OnReceiveDamage() |
|
OnDead | _onDead = new OnDead() |
|
Animator | animator [get] |
|
bool | ragdolled [get, set] |
|
OnActiveRagdoll | onActiveRagdoll [get, protected set] |
|
int | MaxHealth [get, protected set] |
|
float | currentHealth [get, protected set] |
|
bool | isDead [get, set] |
|
OnReceiveDamage | onReceiveDamage [get, protected set] |
|
OnDead | onDead [get, protected set] |
|
virtual bool | canRecoverHealth [get] |
|
OnDead | onDead [get] |
|
float | currentHealth [get] |
|
int | MaxHealth [get] |
|
bool | isDead [get, set] |
|
OnReceiveDamage | onReceiveDamage [get] |
|
Transform | transform [get] |
|
GameObject | gameObject [get] |
|
OnActiveRagdoll | onActiveRagdoll [get] |
|
Animator | animator [get] |
|
bool | ragdolled [get, set] |
|
◆ Start()
override void Invector.vCharacterController.vCharacterStandalone.Start |
( |
| ) |
|
|
protectedvirtual |
◆ TakeDamage()
override void Invector.vCharacterController.vCharacterStandalone.TakeDamage |
( |
vDamage |
damage | ) |
|
|
virtual |
◆ healthSlider
v_SpriteHealth Invector.vCharacterController.vCharacterStandalone.healthSlider |
vCharacter Example - You can assign this script into non-Invector Third Person Characters to still use the AI and apply damage
The documentation for this class was generated from the following file: