Impact CFX API 1.5.0
Comprehensive API documentation for Impact CFX - Collision Effects System
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Convenience methods for triggering effects via raycasting. More...
Static Public Member Functions | |
static void | QueueRaycast3D (RaycastHit raycastHit, Vector3 velocity, ImpactMaterialAuthoring impactMaterial, CollisionType collisionType, int raycastID, int hitObjectMaterialCount, GameObject sourceObject=default, ImpactTagMask fallbackTags=default) |
Queues an effect from a 3D raycast, playing an effect using the given Impact Material. | |
static void | QueueRaycastInverted3D (RaycastHit raycastHit, Vector3 velocity, ImpactTagMask impactTagMask, CollisionType collisionType, int raycastID, int hitObjectMaterialCount, GameObject sourceObject=default, ImpactMaterialAuthoring fallbackMaterial=default) |
Queues an effect from a 3D raycast, playing an effect using the object that was hit by the raycast. | |
static void | QueueRaycast2D (RaycastHit2D raycastHit, Vector2 velocity, ImpactMaterialAuthoring impactMaterial, CollisionType collisionType, int raycastID, int hitObjectMaterialCount, GameObject sourceObject=default) |
Queues an effect from a 2D raycast, playing an effect using the given Impact Material. | |
static void | QueueRaycastInverted2D (RaycastHit2D raycastHit, Vector2 velocity, ImpactTagMask impactTagMask, CollisionType collisionType, int raycastID, int hitObjectMaterialCount, GameObject sourceObject=default) |
Queues an effect from a 2D raycast, playing an effect using the object that was hit. | |
Convenience methods for triggering effects via raycasting.
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Queues an effect from a 2D raycast, playing an effect using the given Impact Material.
raycastHit | The raycast hit produced by the raycast. |
velocity | The velocity to assign to the raycast. |
impactMaterial | The impact material to use for playing effects. |
collisionType | The type of collision to assign to the raycast. |
raycastID | An identifier for the raycast. Only necessary if the collision type is slide or roll. |
hitObjectMaterialCount | The number of materials to get for the object that was hit. |
sourceObject | An optional Game Object that the raycast is being sent from. This is treated as the "trigger" object. |
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static |
Queues an effect from a 3D raycast, playing an effect using the given Impact Material.
raycastHit | The raycast hit produced by the raycast. |
velocity | The velocity to assign to the raycast. |
impactMaterial | The impact material to use for playing effects. |
collisionType | The type of collision to assign to the raycast. |
raycastID | An identifier for the raycast. Only necessary if the collision type is slide or roll. |
hitObjectMaterialCount | The number of materials to get for the object that was hit. |
sourceObject | An optional Game Object that the raycast is being sent from. This is treated as the "trigger" object. |
fallbackTags | Optional fallback tags to use if no material can be found on the object hit by the raycast. |
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static |
Queues an effect from a 2D raycast, playing an effect using the object that was hit.
raycastHit | The raycast hit produced by the raycast. |
velocity | The velocity to assign to the raycast. |
impactTagMask | The impact tags to assign to the raycast. |
collisionType | The type of collision to assign to the raycast. |
raycastID | An identifier for the raycast. Only necessary if the collision type is slide or roll. |
hitObjectMaterialCount | The number of materials to get for the object that was hit. |
sourceObject | An optional Game Object that the raycast is being sent from. This is treated as the "hit" object. |
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static |
Queues an effect from a 3D raycast, playing an effect using the object that was hit by the raycast.
raycastHit | The raycast hit produced by the raycast. |
velocity | The velocity to assign to the raycast. |
impactTagMask | The impact tags to assign to the raycast. |
collisionType | The type of collision to assign to the raycast. |
raycastID | An identifier for the raycast. Only necessary if the collision type is slide or roll. |
hitObjectMaterialCount | The number of materials to get for the object that was hit. |
sourceObject | An optional Game Object that the raycast is being sent from. This is treated as the "hit" object. |
fallbackMaterial | An optional fallback material to use if no material can be found on the object hit by the raycast. |