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| class | AlignmentAxisUtilities |
| | Utility class for AlignmentAxis. More...
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| struct | ArrayChunk |
| | Holds an index offset and length for a chunk of data in an array. More...
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| class | Bitmask |
| | Utility class for manipulating bitmasks. More...
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| struct | CollisionInputData |
| | Holds input data suitable for jobs for a collision event. More...
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| struct | CollisionObjectPair |
| | A pair of objects involved in a collision. More...
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| struct | CollisionResultData |
| | Compiles all of the common data created from a collision. More...
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| class | CollisionTypeExtensions |
| | Extension methods for the CollisionType enum. More...
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| class | ContactPointIDGenerator |
| | Utility for generating an ID for contact points. Used to identify contact points for sliding and rolling. More...
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| class | EffectObjectPool< T > |
| | Common implementation for an object pool used by effects with a template object. More...
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| class | EffectUtility |
| | Utilities for effects. More...
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| class | EffectVelocityModifier |
| | Class for editing effect modifiers based on velocity. More...
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| class | GameObjectExtensions |
| | Extensions for working with GameObjects. More...
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| interface | IEffectData< TResult > |
| | Interface for impact effect data that is suitable for jobs. More...
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| interface | IEffectResult |
| | General interface for results of effects that is suitable for jobs. More...
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| interface | IImpactObject |
| | Interface for all impact objects. More...
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| class | ImpactAttachedEffectManager |
| | Component that manages effects that are attached to an object. More...
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| class | ImpactCFXGlobal |
| | Global class for managing and interfacing with the active Impact CFX Manager instance. More...
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| class | ImpactCFXLogger |
| | Utility class for logging common Impact CFX debug messages. More...
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| class | ImpactCFXManager |
| | The primary manager of the entire Impact CFX system. More...
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| struct | ImpactCollision |
| | Wraps data for a 3D or 2D collision. More...
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| struct | ImpactContactPoint |
| | Wraps data for a single 3D or 2D contact point. More...
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| class | ImpactEffectAuthoringBase |
| | Base class for creating impact effect assets. More...
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| class | ImpactEffectProcessorBase |
| | Base class for effect processing. More...
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| struct | ImpactEffectProcessorJob< TEffect, TResult > |
| | Generic job for processing collision data to create effect results. More...
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| class | ImpactMaterialAuthoring |
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| struct | ImpactMaterialData |
| | Holds basic impact material data that is suitable for jobs and burst. More...
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| struct | ImpactMaterialDataResetJob |
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| class | ImpactMaterialMappingProcessor |
| |
| class | ImpactMaterialProcessorBase |
| | Base for impact material processors that get the material data for a specific kind of object. More...
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| class | ImpactMaterialRegistry |
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| class | ImpactMultiPrefabEffectAuthoringBase |
| | Base class for effect assets for effects that use object pooling. More...
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| class | ImpactMultiPrefabEffectProcessor< TEffectAuthoring, TEffect, TEffectResult, TPool, TPooledObject > |
| | Provides core implementation for effects that use multiple pooled prefabs. More...
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| struct | ImpactMultiPrefabJob< TResult > |
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| class | ImpactObjectBase |
| | Base class for impact objects. More...
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| class | ImpactObjectChild |
| | Implementation of an Impact Object for objects that are children of a parent object. More...
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| class | ImpactObjectCustomVelocity |
| | Implementation of an Impact Object that calculates a velocity using the position and rotation of the object. More...
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| struct | ImpactObjectData |
| | Container for basic Impact Object data used for queueing collisions. More...
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| class | ImpactObjectRigidbody |
| | Implementation of an Impact Object for objects with a 3D or 2D rigidbody. More...
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| class | ImpactObjectRigidbodyCheap |
| | A "cheap" 3D or 2D rigidbody that does not have FixedUpdate. More...
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| class | ImpactObjectSingleMaterial |
| | Implementation of an Impact Object with a single material for the object. More...
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| class | ImpactObjectTerrain |
| | Implementation of an Impact Object specifically for terrains. More...
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| class | ImpactPhysicMaterialMapping |
| | Mapping from a 3D physic material to an impact material. More...
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| class | ImpactPhysicsMaterial2DMapping |
| | Mapping from a 2D physics material to an impact material. More...
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| class | ImpactPooledEffectAuthoringBase |
| | Base class for creating impact effect assets for effects that need to use object pooling. More...
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| class | ImpactPooledEffectProcessor< TEffectAuthoring, TEffect, TEffectResult, TPool, TPooledObject > |
| | Provides common implementation for an effect that relies on pooled objects. More...
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| class | ImpactRaycaster |
| | Convenience methods for triggering effects via raycasting. More...
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| class | ImpactSimpleEffectProcessor< TEffectAuthoring, TEffect, TEffectResult > |
| | Base class that provides a common implementation for simple effects that do not require object pooling. More...
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| class | ImpactSingleMaterialProcessor |
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| struct | ImpactTag |
| | A value for a single impact tag. More...
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| struct | ImpactTagMask |
| | Bitmask for holding many impact tag values. More...
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| struct | ImpactTagMaskFilter |
| | Used to filter tag values. More...
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| class | ImpactTerrainMaterialProcessor |
| |
| struct | ImpactVelocityData |
| | Holds data suitable for jobs about the impact velocity at a collision point. More...
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| struct | ImpactVelocityDataJob |
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| interface | IMultiPrefabEffectData< TResult > |
| | Interface for impact effect data that supports multiple pooled prefabs. More...
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| interface | IMultiPrefabEffectResult |
| | Interface for results of effects that support multiple pooled prefabs. More...
|
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| interface | IPooledEffectData< TResult > |
| | Interface for impact pooled effect data that is suitable for jobs. More...
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| struct | MaterialCompositionData |
| | Holds impact material data suitable for jobs retrieved at a single collision point. More...
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| struct | ObjectID |
| | Wrapper for object/asset IDs. More...
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| class | ObjectIDExtensions |
| |
| class | OverrideValue< T > |
| | Container for a value that can be overriden from it's automatically set value. More...
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| class | OverrideValueInt |
| | Container for an overridable integer value. More...
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| class | PhysicsUtility |
| | Utility methods for physics calculations. More...
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| class | PooledEffectObjectBase |
| | Base class for an effect object (such as an audio source, particle system, or decal) that is part of on object pool. More...
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| struct | Range |
| | Represents a range between a minimum and a maximum value. More...
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| |
| class | RigidbodyContainer |
| | Wrapper class for 3D and 2D Rigidbodies and Articulation Bodies that handles tracking the rigidbody state. More...
|
| |
| struct | RigidbodyData |
| | Holds rigidbody data in a form suitable for jobs. More...
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| struct | RigidbodyStateData |
| | Holds rigidbody state data in a form suitable for jobs. More...
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| |
| struct | TransformData |
| | Holds transform data in a form suitable for jobs. More...
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| |
|
| enum | AlignmentAxis { ZDown = 0
, ZUp = 1
, YDown = 2
, YUp = 3
} |
| | Modes for setting how an object's axes should be aligned with a surface. More...
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| |
| enum | CollisionNormalMode { Default = 0
, Inverted = 1
} |
| | Behavior for collision normals. More...
|
| |
| enum | CollisionSelectionMode { Velocity = 0
, Random = 1
} |
| | Enum for configuring how items from an array are chosen for effects. More...
|
| |
| enum | CollisionType { Collision = 0
, Slide = 1
, Roll = 2
} |
| | The type of collision. More...
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| |
| enum | CollisionVelocityMethod { RelativeVelocities = 0
, ChangeInVelocity = 1
, CollisionMessage = 2
} |
| |
| enum | EffectAttachMode { None = 0
, TriggerObject = 1
, HitObject = 2
} |
| | Behavior for attaching effects to colliding objects. More...
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| |
| enum | EffectIntervalType { Time = 0
, Distance = 1
} |
| | The type of interval for effects like particles and decals when placing for sliding and rolling. More...
|
| |
| enum | ObjectIDMode { InstanceID = 0
, ObjectName = 1
} |
| | Defines behavior for getting object/asset IDs. More...
|
| |
| enum | ParticleEffectType { OneShot = 0
, Looped = 1
} |
| | Whether a particle is a one-shot or looped effect. More...
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| |
| enum | PhysicsType { Unknown = 0
, Physics3D = 1
, Physics2D = 2
, ArticulationBody = 3
} |
| | Whether the collision was created using 3D or 2D physics. More...
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| |
| enum | TriggerBehavior { Default = 1 << 0
, Inverted = 1 << 1
} |
| | Defines how triggers handle assignment of the "Trigger Object" and the "Hit Object". More...
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