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void | Initialize (CharacterActor characterActor, PhysicsComponent physicsComponent) |
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CollisionInfo | CheckForGround (Vector3 position, float stepOffset, float stepDownDistance, in HitInfoFilter hitInfoFilter) |
| Checks vertically for the ground using a SphereCast. More...
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CollisionInfo | CheckForGroundRay (Vector3 position, in HitInfoFilter hitInfoFilter) |
| Checks vertically for the ground using a Raycast. More...
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CollisionInfo | CastBody (Vector3 position, Vector3 displacement, float bottomOffset, in HitInfoFilter hitInfoFilter) |
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bool | CheckOverlapWithLayerMask (Vector3 position, float bottomOffset, in HitInfoFilter hitInfoFilter) |
| Checks if the character is currently overlapping with any obstacle from a given layermask. More...
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bool | CheckBodySize (Vector3 size, Vector3 position, in HitInfoFilter hitInfoFilter) |
| Checks if the character size fits at a specific location. More...
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bool | CheckBodySize (Vector3 size, in HitInfoFilter hitInfoFilter) |
| Checks if the character size fits in place. More...
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void | UpdateCollisionInfo (CollisionInfo collisionInfo, Vector3 position, in HitInfo hitInfo, Vector3 displacement, Vector3 castDisplacement, float preDistance, bool useContactNormal, bool calculateEdge=true, in HitInfoFilter hitInfoFilter=new HitInfoFilter()) |
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float | ContactOffset => characterActor.Is2D ? Physics2D.defaultContactOffset : CharacterConstants.SkinWidth |
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float | CollisionRadius => characterActor.Is2D ? characterActor.BodySize.x / 2f : characterActor.BodySize.x / 2f - ContactOffset |
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◆ CheckBodySize() [1/2]
bool Lightbug.CharacterControllerPro.Core.CharacterCollisions.CheckBodySize |
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Vector3 |
size, |
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Vector3 |
position, |
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in HitInfoFilter |
hitInfoFilter |
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) |
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inline |
Checks if the character size fits at a specific location.
◆ CheckBodySize() [2/2]
bool Lightbug.CharacterControllerPro.Core.CharacterCollisions.CheckBodySize |
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Vector3 |
size, |
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in HitInfoFilter |
hitInfoFilter |
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) |
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inline |
Checks if the character size fits in place.
◆ CheckForGround()
CollisionInfo Lightbug.CharacterControllerPro.Core.CharacterCollisions.CheckForGround |
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Vector3 |
position, |
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float |
stepOffset, |
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float |
stepDownDistance, |
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in HitInfoFilter |
hitInfoFilter |
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) |
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inline |
Checks vertically for the ground using a SphereCast.
◆ CheckForGroundRay()
CollisionInfo Lightbug.CharacterControllerPro.Core.CharacterCollisions.CheckForGroundRay |
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Vector3 |
position, |
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in HitInfoFilter |
hitInfoFilter |
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) |
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inline |
Checks vertically for the ground using a Raycast.
◆ CheckOverlapWithLayerMask()
bool Lightbug.CharacterControllerPro.Core.CharacterCollisions.CheckOverlapWithLayerMask |
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Vector3 |
position, |
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float |
bottomOffset, |
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in HitInfoFilter |
hitInfoFilter |
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) |
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inline |
Checks if the character is currently overlapping with any obstacle from a given layermask.
The documentation for this class was generated from the following file:
- C:/Unity/Projects/character-controller-pro/Assets/Character Controller Pro/Core/Scripts/Character/CharacterCollisions.cs