Battle Talent  V11
Static Public Member Functions | Static Public Attributes | List of all members
CrossLink.PhysicsHelper Class Reference

Static Public Member Functions

static void Pin (Transform target, Rigidbody follow, Vector3 localFollowPoint, float deltaTime, float forceMlp)
 
static void RotateRigidBodyAroundPointBy (Rigidbody rb, Vector3 origin, Vector3 axis, float angle)
 
static void AddForceLimit (this Rigidbody rb, Vector3 force, float limit=350)
 
static Vector3 LimitVelocityForce (Vector3 force, float limit)
 
static Vector3 LimitVelocityForce (Vector3 force, float min, float max)
 
static void IgnoreCollisions (Collider[] cols1, Collider[] cols2, bool ig)
 
static void IgnoreCollisions (Collider col1, Collider[] cols2, bool ig)
 
static void InitRaycast (int mask)
 
static bool CheckRaycast (Vector3 pos, Vector3 dir, float dis)
 
static bool CheckShortRaycast (Vector3 pos, Vector3 dir, float dis)
 
static bool Raycast (Vector3 pos, Vector3 dir, out RaycastHit hitInfo, float dis, LayerMask mask)
 replacement for lua version More...
 
static int RaycastAll (Vector3 pos, Vector3 dir, float dis, LayerMask mask)
 replacement for lua version ,please call GetLatestHitResults() to get the array this function will not cause gc, because we're reusing the same array so don't reference the array when you out of scope More...
 
static RaycastHit[] GetLatestHitResults ()
 replacement for lua version, please call PhysicsHelper.RaycastAll first More...
 
static void InitSlowMo ()
 
static bool IsSlowMo ()
 
static void SetPhysicsTime (float t)
 
static void SetTimeScale (float scale)
 
static Vector3 CalcLastPointVelocity (Vector3 hitPointToMassVector, Vector3 lastLinearVelocity, Vector3 lastAngularVelocity)
 
static void SetGravity (float g)
 
static void RecoverGravity ()
 

Static Public Attributes

const float FPS90Sec = 1 / 90f
 
const float FPS75Sec = 1 / 75f
 
const float FPS60Sec = 1 / 60f
 
const float FPS50Sec = 1 / 50f
 
const float FPS45Sec = 1 / 45f
 
const float FPS35Sec = 1 / 35f
 
const float FPS30Sec = 1 / 30f
 
const float FPS25Sec = 1 / 25f
 
const float FPS20Sec = 1 / 20f
 
const float FPS10Sec = 1 / 10f
 
const float FPS09Sec = 1 / 9f
 
const float FPS08Sec = 1 / 8f
 
const float FPS07Sec = 1 / 7f
 
const float FPS06Sec = 1 / 6f
 
const float FPS05Sec = 1 / 5f
 
const float FPS04Sec = 1 / 4f
 
const float FPS03Sec = 1 / 3f
 
const float FPS02Sec = 1 / 2f
 
const float FPS01Sec = 1 / 1f
 
static RaycastHit[] raycastHitsArray = new RaycastHit[20]
 
static int CheckMask
 
static Collider[] shareOverlapColArray = new Collider[64]
 
static float OriginalFPS
 
static float OriginalFixedDeltaTime
 
static float OriginalMaximumDeltaTime
 
static float DefaultTimeScale = 1
 
static float SlowTimeScale = 0.3333f
 
static float LogicTimeScale = 1
 for fast access timescale, faster than Time.timescale More...
 
static float LogicTimeScaleLerpOne = 1
 
static float LogicTimeScaleReciprocal = 1
 
static float LogicTimeScaleReciprocalSqr = 1
 
const float DEFAULT_GRAVITY = 0.98f
 

Member Function Documentation

◆ GetLatestHitResults()

static RaycastHit [] CrossLink.PhysicsHelper.GetLatestHitResults ( )
static

replacement for lua version, please call PhysicsHelper.RaycastAll first

Returns

◆ Raycast()

static bool CrossLink.PhysicsHelper.Raycast ( Vector3  pos,
Vector3  dir,
out RaycastHit  hitInfo,
float  dis,
LayerMask  mask 
)
static

replacement for lua version

Parameters
pos
dir
hitInfo
dis
mask
Returns

◆ RaycastAll()

static int CrossLink.PhysicsHelper.RaycastAll ( Vector3  pos,
Vector3  dir,
float  dis,
LayerMask  mask 
)
static

replacement for lua version ,please call GetLatestHitResults() to get the array this function will not cause gc, because we're reusing the same array so don't reference the array when you out of scope

Parameters
pos
dir
dis
mask
Returns

Member Data Documentation

◆ LogicTimeScale

float CrossLink.PhysicsHelper.LogicTimeScale = 1
static

for fast access timescale, faster than Time.timescale