Свойство | Type | Description | |
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collisionMask | |||
horizontalRayCount | int | ||
minDistanceToEnv | float | ||
skinWidth | float | ||
verticalRayCount | int |
Méthode | Description | |
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CalculateRaySpacing ( ) : void |
Recalculate distance between rays (horizontalRaySpacing & verticalRaySpacing)
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FeetRay ( float rayLength, |
Return RaycastHit2D of Raycasting at bottom center.
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ForeachFeetRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void |
Iterate over all feet/vertical rays
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ForeachHeadRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void |
Iterate over all head/vertical rays
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ForeachLeftRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void |
Iterate over all left/horizontal rays
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ForeachRightRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void |
Iterate over all right/horizontal rays
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LeftFeetRay ( float rayLength, Vector3 velocity ) : |
Return RaycastHit2D of Raycasting at bottom left.
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OnEnable ( ) : void |
Recalculate everything
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Raycast ( Vector2 origin, Vector2 direction, float rayLength, int mask, Color color = null ) : |
Call Physics2D.Raycast and Draw the ray to debug
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RightFeetRay ( float rayLength, Vector3 velocity ) : |
Return RaycastHit2D of Raycasting at bottom right.
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UpdateInnerBounds ( ) : void |
Recalculate shrinked the bounds
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UpdateRaycastOrigins ( ) : void |
Recalculate raycastOrigins
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VerticalRay ( float directionY, int index, float rayLength, Vector3 &velocity, Color c = null ) : |
Return RaycastHit2D of Raycasting at given index
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public FeetRay ( float rayLength, |
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rayLength | float | |
mask | ||
Résultat |
public ForeachFeetRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void | ||
rayLength | float | |
velocity | Vector3 | |
itr | RayItr | |
Résultat | void |
public ForeachHeadRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void | ||
rayLength | float | |
velocity | Vector3 | |
itr | RayItr | |
Résultat | void |
public ForeachLeftRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void | ||
rayLength | float | |
velocity | Vector3 | |
itr | RayItr | |
Résultat | void |
public ForeachRightRay ( float rayLength, Vector3 &velocity, RayItr itr ) : void | ||
rayLength | float | |
velocity | Vector3 | |
itr | RayItr | |
Résultat | void |
public LeftFeetRay ( float rayLength, Vector3 velocity ) : |
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rayLength | float | |
velocity | Vector3 | |
Résultat |
public Raycast ( Vector2 origin, Vector2 direction, float rayLength, int mask, Color color = null ) : |
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origin | Vector2 | |
direction | Vector2 | |
rayLength | float | |
mask | int | |
color | Color | |
Résultat |
public RightFeetRay ( float rayLength, Vector3 velocity ) : |
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rayLength | float | |
velocity | Vector3 | |
Résultat |
public VerticalRay ( float directionY, int index, float rayLength, Vector3 &velocity, Color c = null ) : |
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directionY | float | |
index | int | |
rayLength | float | |
velocity | Vector3 | |
c | Color | |
Résultat |
public LayerMask,UnityEngine collisionMask | ||
Résultat |