class Gib
A gib is a prop that is treated slightly different. It will fade out after a certain amount of time.
public int GetHashCode( )
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public DebugOverlaySystem DebugOverlay { get; }
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public ComponentFlags Flags { get; set; }
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public T AddComponent( bool startEnabled = True )
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public T GetOrAddComponent( bool startEnabled = True )
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public T GetComponent( bool includeDisabled = False )
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public IEnumerable<T> GetComponents( bool includeDisabled = False )
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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )
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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )
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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )
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public Guid Id { get; }
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public Transform LocalTransform { get; set; }
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public Vector3 LocalPosition { get; set; }
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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )
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public Rotation LocalRotation { get; set; }
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public GameObject.NetworkAccessor Network { get; }
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public bool IsProxy { get; }
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public JsonNode Serialize( GameObject.SerializeOptions options = null )
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public void Deserialize( JsonObject node )
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public void DeserializeImmediately( JsonObject node )
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public int ComponentVersion { get; }
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public Transform WorldTransform { get; set; }
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public Vector3 WorldPosition { get; set; }
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public Rotation WorldRotation { get; set; }
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public Vector3 WorldScale { get; set; }
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public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public Vector3 LocalScale { get; set; }
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public Gib( )
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public ITagSet Tags { get; }
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public float FadeTime { get; set; }
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public Model Model { get; set; }
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public ulong BodyGroups { get; set; }
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public string MaterialGroup { get; set; }
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public Color Tint { get; set; }
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public float Health { get; set; }
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public bool IsStatic { get; set; }
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public bool StartAsleep { get; set; }
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public Action OnPropBreak { get; set; }
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public Action<DamageInfo> OnPropTakeDamage { get; set; }
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public void OnDamage( ref DamageInfo damage )
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public void Kill( )
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public List<Gib> CreateGibs( )
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public void Break( )
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public void EditLog( string name, object source )
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public Scene Scene { get; }
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public GameObject GameObject { get; }
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public ComponentList Components { get; }
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public bool Enabled { get; set; }
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public bool Active { get; }
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public bool IsValid { get; }
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public Action OnComponentEnabled { get; set; }
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public Action OnComponentStart { get; set; }
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public Action OnComponentUpdate { get; set; }
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public Action OnComponentFixedUpdate { get; set; }
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public Action OnComponentDisabled { get; set; }
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public Action OnComponentDestroy { get; set; }
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public void Destroy( )
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public void DestroyGameObject( )
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public GameTransform Transform { get; }
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public void Reset( )
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