<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.facepunch.jumper</name>
    </assembly>
    <members>
        <member name="T:JumperHighlight">
            <summary>
            This should be added to a camera that you want to outline stuff
            </summary>
        </member>
        <member name="T:JumperHighlightOutline">
            <summary>
            This component should be added to stuff you want to be outlined
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.Material">
            <summary>
            If defined, the glow will use this material rather than a generated one.
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.Color">
            <summary>
            The colour of the glow outline
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.ObscuredColor">
            <summary>
            The colour of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.InsideColor">
            <summary>
            Color of the inside of the glow
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.InsideObscuredColor">
            <summary>
            Color of the inside of the glow when the mesh is obscured by something closer.
            </summary>
        </member>
        <member name="P:JumperHighlightOutline.Width">
            <summary>
            The width of the line of the glow
            </summary>
        </member>
        <member name="M:JumperCharacterController.Accelerate(Vector3)">
            <summary>
            Add acceleration to the current velocity. 
            No need to scale by time delta - it will be done inside.
            </summary>
        </member>
        <member name="M:JumperCharacterController.ApplyFriction(System.Single,System.Single)">
            <summary>
            Apply an amount of friction to the current velocity.
            No need to scale by time delta - it will be done inside.
            </summary>
        </member>
        <member name="M:JumperCharacterController.Punch(Vector3@)">
            <summary>
            Disconnect from ground and punch our velocity. This is useful if you want the player to jump or something.
            </summary>
        </member>
        <member name="M:JumperCharacterController.Move">
            <summary>
            Move a character, with this velocity
            </summary>
        </member>
        <member name="M:JumperCharacterController.MoveTo(Vector3,System.Boolean)">
            <summary>
            Move from our current position to this target position, but using tracing an sliding.
            This is good for different control modes like ladders and stuff.
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TraceFromTo(Vector3,Vector3)">
            <summary>
            Trace this from one position to another
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TryMove(System.Single)">
            <summary>
            Try to move to the position. Will return the fraction of the desired velocity that we traveled.
            Position and Velocity will be what we recommend using.
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TraceMove(Vector3)">
            <summary>
            Move our position by this delta using trace. If we hit something we'll stop,
            we won't slide across it nicely like TryMove does.
            </summary>
        </member>
        <member name="M:JumperCharacterControllerHelper.TryMoveWithStep(System.Single,System.Single)">
            <summary>
            Like TryMove but will also try to step up if it hits a wall
            </summary>
        </member>
        <member name="T:VelocityClipPlanes">
            <summary>
            Used to store a list of planes that an object is going to hit, and then
            remove velocity from them so the object can slide over the surface without
            going through any of the planes.
            </summary>
        </member>
        <member name="P:VelocityClipPlanes.Max">
            <summary>
            Maximum number of planes that can be hit
            </summary>
        </member>
        <member name="P:VelocityClipPlanes.Count">
            <summary>
            Number of planes we're currently holding
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.TryAdd(Vector3,Vector3@,System.Single)">
            <summary>
            Try to add this plane and restrain velocity to it (and its brothers)
            </summary>
            <returns>False if we ran out of room and should stop adding planes</returns>
        </member>
        <member name="M:VelocityClipPlanes.TryClip(Vector3@)">
            <summary>
            Try to clip our velocity to all the planes, so we're not travelling into them
            Returns true if we clipped properly
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.MovingTowardsAnyPlane(Vector3,System.Int32)">
            <summary>
            Returns true if we're moving towards any of our planes (except for skip)
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.StartBump(Vector3)">
            <summary>
            Start a new bump. Clears planes and resets BumpVelocity
            </summary>
        </member>
        <member name="M:VelocityClipPlanes.ClipVelocity(Vector3,Vector3,System.Single)">
            <summary>
            Clip the velocity to the normal
            </summary>
        </member>
        <member name="T:JumperCitizenAnimation">
            <summary>
            Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our
            aim is to put everything you need in this class, so you can easily see what variables are available.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.Target">
            <summary>
            The skinned model renderer that we'll apply all parameters to.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.EyeSource">
            <summary>
            Where are the eyes of our character?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.Height">
            <summary>
            How tall are we?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.LookAtEnabled">
            <summary>
            Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.LookAt">
            <summary>
            Which GameObject should we be looking at?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IkLeftHand">
            <summary>
            IK will try to place the limb where this GameObject is in the world.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IkRightHand">
            <inheritdoc cref="P:JumperCitizenAnimation.IkLeftHand"/>
        </member>
        <member name="P:JumperCitizenAnimation.IkLeftFoot">
            <inheritdoc cref="P:JumperCitizenAnimation.IkLeftHand"/>
        </member>
        <member name="P:JumperCitizenAnimation.IkRightFoot">
            <inheritdoc cref="P:JumperCitizenAnimation.IkLeftHand"/>
        </member>
        <member name="P:JumperCitizenAnimation.EyeWorldTransform">
            <summary>
            The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
            </summary>
        </member>
        <member name="M:JumperCitizenAnimation.WithLook(Vector3,System.Single,System.Single,System.Single)">
            <summary>
            Have the player look at this point in the world
            </summary>
        </member>
        <member name="M:JumperCitizenAnimation.WithVelocity(Vector3)">
            <summary>
            Have the player animate moving with a set velocity (this doesn't move them! Your character controller is responsible for that)
            </summary>
            <param name="Velocity"></param>
        </member>
        <member name="M:JumperCitizenAnimation.WithWishVelocity(Vector3)">
            <summary>
            Animates the wish for the character to move in a certain direction. For example, when in the air, your character will swing their arms in that direction.
            </summary>
            <param name="Velocity"></param>
        </member>
        <member name="P:JumperCitizenAnimation.AimAngle">
            <summary>
            Where are we aiming?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.AimEyesWeight">
            <summary>
            The weight of the aim angle, but specifically for the Citizen's eyes.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.AimHeadWeight">
            <summary>
            The weight of the aim angle, but specifically for the Citizen's head.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.AimBodyWeight">
            <summary>
            The weight of the aim angle, but specifically for the Citizen's body.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.MoveRotationSpeed">
            <summary>
            How much the character is rotating in degrees per second, this controls feet shuffling.
            If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.DuckLevel">
            <summary>
            The scale of being ducked (crouched) (0 - 1)
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.VoiceLevel">
            <summary>
            How loud are we talking?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IsSitting">
            <summary>
            Are we sitting down?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IsGrounded">
            <summary>
            Are we on the ground?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IsSwimming">
            <summary>
            Are we swimming?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IsClimbing">
            <summary>
            Are we climbing?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IsNoclipping">
            <summary>
            Are we noclipping?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.IsWeaponLowered">
            <summary>
            Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.HoldType">
            <summary>
            What kind of weapon are we holding?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.Handedness">
            <summary>
            What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
            </summary>
        </member>
        <member name="M:JumperCitizenAnimation.TriggerJump">
            <summary>
            Triggers a jump animation
            </summary>
        </member>
        <member name="M:JumperCitizenAnimation.TriggerDeploy">
            <summary>
            Triggers a weapon deploy animation
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.MoveStyle">
            <summary>
            We can force the model to walk or run, or let it decide based on the speed.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.SpecialMove">
            <summary>
            We can force the model to have a specific movement state, instead of just running around.
            <see cref="F:JumperCitizenAnimation.SpecialMoveStyle.LedgeGrab"/> is good for shimmying across a ledge.
            <see cref="F:JumperCitizenAnimation.SpecialMoveStyle.Roll"/> is good for a platformer game where the character is rolling around continuously.
            <see cref="F:JumperCitizenAnimation.SpecialMoveStyle.Slide"/> is good for a shooter game or a platformer where the character is sliding.
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.Sitting">
            <summary>
            How are we sitting down?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.SittingOffsetHeight">
            <summary>
            How far up are we sitting down from the floor?
            </summary>
        </member>
        <member name="P:JumperCitizenAnimation.SittingPose">
            <summary>
            From 0-1, how much are we actually sitting down.
            </summary>
        </member>
        <member name="M:JumperFallMessage.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
        <member name="M:JumperNameTag.BuildHash">
            <summary>
            Rebuild if the owner connection changes
            </summary>
        </member>
        <member name="M:JumperEndUI.BuildHash">
            <summary>
            the hash determines if the system should be rebuilt. If it changes, it will be rebuilt
            </summary>
        </member>
    </members>
</doc>
