Character Controller Pro 1.4.11
A 2D/3D character controller asset for Unity.
Lightbug.Utilities.PhysicsComponent2D Class Reference

An implementation of a PhysicsComponent for 2D physics. More...

Inheritance diagram for Lightbug.Utilities.PhysicsComponent2D:
Lightbug.Utilities.PhysicsComponent

Public Member Functions

override void IgnoreCollision (in HitInfo hitInfo, bool ignore)
 Ignores the collision between this object and some other collider. More...
 
override void IgnoreCollision (Transform otherTransform, bool ignore)
 Ignores the collision between this object and some other collider. More...
 
void IgnoreCollision (Collider2D collider, bool ignore)
 
void IgnoreCollision (Collider2D collider, bool ignore, int layerMask)
 
override void IgnoreLayerCollision (int targetLayer, bool ignore)
 Ignores the collision between this object and a layer. More...
 
override void IgnoreLayerMaskCollision (LayerMask layerMask, bool ignore)
 Ignores the collision between this object and a layer mask. More...
 
override bool CheckCollisionsWith (GameObject gameObject)
 Returns true if collisions between this collider and the target GameObject is valid at the physics simulation level. More...
 
- Public Member Functions inherited from Lightbug.Utilities.PhysicsComponent
abstract void IgnoreCollision (in HitInfo hitInfo, bool ignore)
 Ignores the collision between this object and some other collider. More...
 
abstract void IgnoreCollision (Transform otherTransform, 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 CheckCollisionsWith (GameObject gameObject)
 Returns true if collisions between this collider and the target GameObject is valid at the physics simulation level. More...
 
int Raycast (out HitInfo hitInfo, Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a Raycast and gets the closest valid hit.
 
List< HitInfoRaycast (Vector3 origin, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a Raycast and gets all the valid hits.
 
int SphereCast (out HitInfo hitInfo, Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a SphereCast and gets the closest valid hit.
 
List< HitInfoSphereCast (Vector3 center, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a SphereCast and gets all the valid hits.
 
int CapsuleCast (out HitInfo hitInfo, Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a CapsuleCast and gets the closest valid hit.
 
List< HitInfoCapsuleCast (Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a CapsuleCast and gets all the valid hits.
 
int BoxCast (out HitInfo hitInfo, Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a BoxCast and gets the closest valid hit.
 
List< HitInfoBoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, in HitInfoFilter filter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null)
 Performs a BoxCast and gets all the valid hits.
 
bool OverlapSphere (Vector3 center, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null)
 Performs an OverlapSphere and returns true if any of the results is valid.
 
bool OverlapCapsule (Vector3 bottom, Vector3 top, float radius, in HitInfoFilter filter, HitFilterDelegate hitFilter=null)
 Performs an OverlapCapsule and returns true if any of the results is valid.
 
bool OverlapBox (Vector3 center, Vector3 size, Quaternion orientation, in HitInfoFilter filter, HitFilterDelegate hitFilter=null)
 Performs an OverlapBox and returns true if any of the results is valid.
 

Protected Member Functions

override void Awake ()
 
override void Start ()
 
override LayerMask GetCollisionLayerMask ()
 
override int InternalRaycast (Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
override int InternalSphereCast (Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
override int InternalCapsuleCast (Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
override int InternalBoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
override int InternalOverlapSphere (Vector3 center, float radius, int layerMask, bool ignoreTriggers)
 
override int InternalOverlapCapsule (Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers)
 
override int InternalOverlapBox (Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers)
 
override int FilterOverlaps (int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter)
 
override void GetClosestHit (out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter)
 
override List< HitInfoGetAllHits (int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter)
 
abstract LayerMask GetCollisionLayerMask ()
 
abstract int FilterOverlaps (int overlaps, LayerMask ignoredLayerMask, HitFilterDelegate hitFilter)
 
abstract void GetClosestHit (out HitInfo hitInfo, int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter)
 
abstract List< HitInfoGetAllHits (int hits, Vector3 castDisplacement, in HitInfoFilter filter, bool allowOverlaps, HitFilterDelegate hitFilter)
 
abstract int InternalRaycast (Vector3 origin, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
abstract int InternalSphereCast (Vector3 center, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
abstract int InternalCapsuleCast (Vector3 bottom, Vector3 top, float radius, Vector3 castDisplacement, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
abstract int InternalBoxCast (Vector3 center, Vector3 size, Vector3 castDisplacement, Quaternion orientation, int layerMask, bool ignoreTriggers, bool allowOverlaps)
 
abstract int InternalOverlapSphere (Vector3 center, float radius, int layerMask, bool ignoreTriggers)
 
abstract int InternalOverlapCapsule (Vector3 bottom, Vector3 top, float radius, int layerMask, bool ignoreTriggers)
 
abstract int InternalOverlapBox (Vector3 center, Vector3 size, Quaternion orientation, int layerMask, bool ignoreTriggers)
 
virtual void Awake ()
 
virtual void Start ()
 

Properties

Rigidbody2D Rigidbody = null [get]
 Gets the Rigidbody associated with this object.
 
Collider2D Collider = null [get]
 Gets an array with all the colliders associated with this object.
 
- Properties inherited from Lightbug.Utilities.PhysicsComponent
List< HitInfoHitsBuffer = new List<HitInfo>(20) [get, protected set]
 
List< ContactContacts = new List<Contact>(20) [get, protected set]
 Gets a list with all the current contacts.
 
List< TriggerTriggers = new List<Trigger>(20) [get, protected set]
 Gets a list with all the current triggers.
 
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).
 

Additional Inherited Members

- Static Public Member Functions inherited from Lightbug.Utilities.PhysicsComponent
static PhysicsComponent CreateInstance (GameObject gameObject)
 
- Protected Attributes inherited from Lightbug.Utilities.PhysicsComponent
bool ignoreCollisionMessages = false
 
bool wasKinematic = false
 

Detailed Description

An implementation of a PhysicsComponent for 2D physics.

Member Function Documentation

◆ Awake()

override void Lightbug.Utilities.PhysicsComponent2D.Awake ( )
inlineprotectedvirtual

◆ CheckCollisionsWith()

override bool Lightbug.Utilities.PhysicsComponent2D.CheckCollisionsWith ( GameObject  gameObject)
inlinevirtual

Returns true if collisions between this collider and the target GameObject is valid at the physics simulation level.

Implements Lightbug.Utilities.PhysicsComponent.

◆ FilterOverlaps()

override int Lightbug.Utilities.PhysicsComponent2D.FilterOverlaps ( int  overlaps,
LayerMask  ignoredLayerMask,
HitFilterDelegate  hitFilter 
)
inlineprotectedvirtual

◆ GetAllHits()

override List< HitInfo > Lightbug.Utilities.PhysicsComponent2D.GetAllHits ( int  hits,
Vector3  castDisplacement,
in HitInfoFilter  filter,
bool  allowOverlaps,
HitFilterDelegate  hitFilter 
)
inlineprotectedvirtual

◆ GetClosestHit()

override void Lightbug.Utilities.PhysicsComponent2D.GetClosestHit ( out HitInfo  hitInfo,
int  hits,
Vector3  castDisplacement,
in HitInfoFilter  filter,
bool  allowOverlaps,
HitFilterDelegate  hitFilter 
)
inlineprotectedvirtual

◆ GetCollisionLayerMask()

override LayerMask Lightbug.Utilities.PhysicsComponent2D.GetCollisionLayerMask ( )
inlineprotectedvirtual

◆ IgnoreCollision() [1/2]

override void Lightbug.Utilities.PhysicsComponent2D.IgnoreCollision ( in HitInfo  hitInfo,
bool  ignore 
)
inlinevirtual

Ignores the collision between this object and some other collider.

Implements Lightbug.Utilities.PhysicsComponent.

◆ IgnoreCollision() [2/2]

override void Lightbug.Utilities.PhysicsComponent2D.IgnoreCollision ( Transform  otherTransform,
bool  ignore 
)
inlinevirtual

Ignores the collision between this object and some other collider.

Implements Lightbug.Utilities.PhysicsComponent.

◆ IgnoreLayerCollision()

override void Lightbug.Utilities.PhysicsComponent2D.IgnoreLayerCollision ( int  targetLayer,
bool  ignore 
)
inlinevirtual

Ignores the collision between this object and a layer.

Implements Lightbug.Utilities.PhysicsComponent.

◆ IgnoreLayerMaskCollision()

override void Lightbug.Utilities.PhysicsComponent2D.IgnoreLayerMaskCollision ( LayerMask  layerMask,
bool  ignore 
)
inlinevirtual

Ignores the collision between this object and a layer mask.

Implements Lightbug.Utilities.PhysicsComponent.

◆ InternalBoxCast()

override int Lightbug.Utilities.PhysicsComponent2D.InternalBoxCast ( Vector3  center,
Vector3  size,
Vector3  castDisplacement,
Quaternion  orientation,
int  layerMask,
bool  ignoreTriggers,
bool  allowOverlaps 
)
inlineprotectedvirtual

◆ InternalCapsuleCast()

override int Lightbug.Utilities.PhysicsComponent2D.InternalCapsuleCast ( Vector3  bottom,
Vector3  top,
float  radius,
Vector3  castDisplacement,
int  layerMask,
bool  ignoreTriggers,
bool  allowOverlaps 
)
inlineprotectedvirtual

◆ InternalOverlapBox()

override int Lightbug.Utilities.PhysicsComponent2D.InternalOverlapBox ( Vector3  center,
Vector3  size,
Quaternion  orientation,
int  layerMask,
bool  ignoreTriggers 
)
inlineprotectedvirtual

◆ InternalOverlapCapsule()

override int Lightbug.Utilities.PhysicsComponent2D.InternalOverlapCapsule ( Vector3  bottom,
Vector3  top,
float  radius,
int  layerMask,
bool  ignoreTriggers 
)
inlineprotectedvirtual

◆ InternalOverlapSphere()

override int Lightbug.Utilities.PhysicsComponent2D.InternalOverlapSphere ( Vector3  center,
float  radius,
int  layerMask,
bool  ignoreTriggers 
)
inlineprotectedvirtual

◆ InternalRaycast()

override int Lightbug.Utilities.PhysicsComponent2D.InternalRaycast ( Vector3  origin,
Vector3  castDisplacement,
int  layerMask,
bool  ignoreTriggers,
bool  allowOverlaps 
)
inlineprotectedvirtual

◆ InternalSphereCast()

override int Lightbug.Utilities.PhysicsComponent2D.InternalSphereCast ( Vector3  center,
float  radius,
Vector3  castDisplacement,
int  layerMask,
bool  ignoreTriggers,
bool  allowOverlaps 
)
inlineprotectedvirtual

◆ Start()

override void Lightbug.Utilities.PhysicsComponent2D.Start ( )
inlineprotectedvirtual

The documentation for this class was generated from the following file: