Battle Talent
V11
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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 |
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replacement for lua version, please call PhysicsHelper.RaycastAll first
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static |
replacement for lua version
pos | |
dir | |
hitInfo | |
dis | |
mask |
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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
pos | |
dir | |
dis | |
mask |
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static |
for fast access timescale, faster than Time.timescale