Character Controller Pro
1.3.8
A 2D/3D character controller asset for the Unity Engine.
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This component is an encapsulation of the Physics and Physics2D classes, that serves as a physcics utility class. More...
Public Member Functions | |
abstract void | IgnoreCollision (in HitInfo hitInfo, bool ignore) |
Ignores the collision between this object and some other collider. More... | |
abstract void | IgnoreLayerCollision (int targetLayer, bool ignore) |
Ignores the collision between this object and a layer. More... | |
abstract void | IgnoreLayerMaskCollision (LayerMask layerMask, bool ignore) |
Ignores the collision between this object and a layer mask. More... | |
void | ClearContacts () |
abstract bool | SimpleRaycast (out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter) |
Raycast wrapper for 2D/3D physics. More... | |
abstract int | Raycast (out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter) |
RaycastAll wrapper for 2D/3D physics. More... | |
abstract int | SphereCast (out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter) |
SphereCastAll wrapper for 2D/3D physics. More... | |
abstract int | CapsuleCast (out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter) |
CapsuleCastAll wrapper for 2D/3D physics. More... | |
abstract int | BoxCast (out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter) |
BoxCastAll wrapper for 2D/3D physics. It returns (by reference) the closest hit. More... | |
abstract int | BoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter) |
BoxCastAll wrapper for 2D/3D physics. It doesn't return any particular hit, instead, it updates all the hits from the buffer (HitInfo array). This buffer can be obtained via the HitsBuffer property. More... | |
abstract bool | OverlapSphere (Vector3 center, float radius, in HitInfoFilter filter) |
OverlapSphere wrapper for 2D/3D physics. More... | |
abstract bool | OverlapCapsule (Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter) |
OverlapCapsule wrapper for 2D/3D physics. More... | |
Static Public Member Functions | |
static PhysicsComponent | CreateInstance (GameObject gameObject) |
Protected Member Functions | |
abstract LayerMask | GetCollisionLayerMask () |
abstract void | IgnoreOverlappedColliders (LayerMask ignoredLayerMask) |
abstract void | GetClosestHit (out HitInfo hitInfo, Vector3 castDisplacement, in HitInfoFilter filter) |
virtual void | Awake () |
virtual void | Start () |
Protected Attributes | |
int | hits = 0 |
bool | ignoreCollisionMessages = false |
bool | wasKinematic = false |
Properties | |
HitInfo [] | HitsBuffer = new HitInfo[20] [get, protected set] |
List< Contact > | Contacts = new List<Contact>(20) [get, protected set] |
Gets a list with all the current contacts. More... | |
List< Trigger > | Triggers = new List<Trigger>(20) [get, protected set] |
Gets a list with all the current triggers. More... | |
LayerMask | CollisionLayerMask = 0 [get, protected set] |
Returns a layer mask with all the valid collisions associated with the object, based on the collision matrix (physics settings). More... | |
This component is an encapsulation of the Physics and Physics2D classes, that serves as a physcics utility class.
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pure virtual |
BoxCastAll wrapper for 2D/3D physics. It returns (by reference) the closest hit.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
BoxCastAll wrapper for 2D/3D physics. It doesn't return any particular hit, instead, it updates all the hits from the buffer (HitInfo array). This buffer can be obtained via the HitsBuffer property.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
CapsuleCastAll wrapper for 2D/3D physics.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
Ignores the collision between this object and some other collider.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
Ignores the collision between this object and a layer.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
Ignores the collision between this object and a layer mask.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
OverlapCapsule wrapper for 2D/3D physics.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
OverlapSphere wrapper for 2D/3D physics.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
RaycastAll wrapper for 2D/3D physics.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
Raycast wrapper for 2D/3D physics.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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pure virtual |
SphereCastAll wrapper for 2D/3D physics.
Implemented in Lightbug.Utilities.PhysicsComponent2D, and Lightbug.Utilities.PhysicsComponent3D.
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getprotected set |
Returns a layer mask with all the valid collisions associated with the object, based on the collision matrix (physics settings).
Gets a list with all the current contacts.
Gets a list with all the current triggers.