AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier=0f) | Lightbug.Utilities.RigidbodyComponent | inline |
AddExplosionForceToRigidbody(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier=0f) (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | pure virtual |
AddForce(Vector3 force, bool ignoreMass=false, bool useImpulse=false) | Lightbug.Utilities.RigidbodyComponent | inline |
AddForceToRigidbody(Vector3 force, ForceMode forceMode=ForceMode.Force) (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | pure virtual |
AddTorque(Vector3 torque, bool ignoreMass=false) | Lightbug.Utilities.RigidbodyComponent | inline |
AngularDrag (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
AngularVelocity | Lightbug.Utilities.RigidbodyComponent | |
Awake() (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | inlineprotectedvirtual |
Constraints (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
ContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | inlinestatic |
Forward | Lightbug.Utilities.RigidbodyComponent | |
GetPointVelocity(Vector3 point) | Lightbug.Utilities.RigidbodyComponent | pure virtual |
Interpolate(Vector3 position) | Lightbug.Utilities.RigidbodyComponent | pure virtual |
Interpolate(Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | pure virtual |
Interpolate(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
Is2D (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
IsKinematic (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
IsUsingContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | protected |
LinearDrag (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
Mass (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
Move(Vector3 position) | Lightbug.Utilities.RigidbodyComponent | inline |
MoveAndRotate(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
OnBodyTypeChange (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
OnBodyTypeChangeInternal() (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | inlineprotected |
Position | Lightbug.Utilities.RigidbodyComponent | |
previousContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | protected |
Right | Lightbug.Utilities.RigidbodyComponent | |
Rotate(Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
Rotation | Lightbug.Utilities.RigidbodyComponent | |
SetPositionAndRotation(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
Up | Lightbug.Utilities.RigidbodyComponent | |
UseGravity (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
UseInterpolation (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | |
Velocity | Lightbug.Utilities.RigidbodyComponent | |