AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier=0f) | Lightbug.Utilities.RigidbodyComponent | inline |
AddExplosionForceToRigidbody(float explosionForce, Vector3 explosionPosition, float explosionRadius, float upwardsModifier=0) (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | 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.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | inlinevirtual |
AddTorque(Vector3 torque, bool ignoreMass=false) | Lightbug.Utilities.RigidbodyComponent | inline |
AngularDrag (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
AngularVelocity (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
Awake() (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | inlineprotectedvirtual |
Constraints (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
ContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
CreateInstance(GameObject gameObject) (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | inlinestatic |
GetPointVelocity(Vector3 point) | Lightbug.Utilities.RigidbodyComponent2D | virtual |
Interpolate(Vector3 position) | Lightbug.Utilities.RigidbodyComponent2D | virtual |
Interpolate(Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent2D | virtual |
Lightbug::Utilities::RigidbodyComponent.Interpolate(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
InvokeOnBodyTypeChangeEvent() (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | protected |
Is2D (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
IsKinematic (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
IsUsingContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | protected |
LinearDrag (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
Mass (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
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 | |
Position (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
previousContinuousCollisionDetection (defined in Lightbug.Utilities.RigidbodyComponent) | Lightbug.Utilities.RigidbodyComponent | protected |
Rotate(Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
Rotation (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
SetPositionAndRotation(Vector3 position, Quaternion rotation) | Lightbug.Utilities.RigidbodyComponent | inline |
Sweep(Vector3 position, Vector3 direction, float distance) (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | inlinevirtual |
UseGravity (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
UseInterpolation (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |
Velocity (defined in Lightbug.Utilities.RigidbodyComponent2D) | Lightbug.Utilities.RigidbodyComponent2D | |