Impact Interaction System API
Impact.InteractionData Struct Reference

An implementation of the IInteractionData interface. More...

Inheritance diagram for Impact.InteractionData:
Impact.IInteractionData

Public Member Functions

IInteractionData Clone ()
 Create new interaction data with values copied from this interaction data. More...
 
override string ToString ()
 
IInteractionData Clone ()
 Create new interaction data with values copied from this interaction data. More...
 

Static Public Attributes

const int InteractionTypeCollision = 0
 Interaction type for single collisions.
 
const int InteractionTypeSlide = 1
 Interaction type for sliding collisions.
 
const int InteractionTypeRoll = 2
 Interaction type for rolling collisions.
 
const int InteractionTypeSimple = 3
 Interaction type for simple collisions (i.e. collisions with no velocity, normal, object, or material data).
 

Properties

int InteractionType [get, set]
 Integer representing the type of interaction such as Collision, Slide, Roll, and Simple. It is up to interactions to determine how this value affects the interaction. More...
 
Vector3 Velocity [get, set]
 The velocity of the interaction. More...
 
Vector3 Point [get, set]
 The contact point at which the interaction occured. More...
 
Vector3 Normal [get, set]
 The normal of the surface where the interaction occured. More...
 
ImpactTagMaskTagMask [get, set]
 The tags retrieved from the object we are interacting with, represented as an integer bitmask.
This can be null if we were not able to get the object we are interacting with. More...
 
float CompositionValue [get, set]
 If using material composition, a 0 to 1 value representing the influence of the material at the contact point. More...
 
int? PriorityOverride [get, set]
 If specified, this will override the Priority value of the Impact Object. More...
 
GameObject ThisObject [get, set]
 The object these parameters are being sent from. More...
 
GameObject OtherObject [get, set]
 The object we are interacting with. More...
 
- Properties inherited from Impact.IInteractionData
int InteractionType [get, set]
 Integer representing the type of interaction such as Collision, Slide, Roll, and Simple. It is up to interactions to determine how this value affects the interaction. More...
 
Vector3 Velocity [get, set]
 The Velocity of the interaction. More...
 
Vector3 Point [get, set]
 The contact point at which the interaction occured. More...
 
Vector3 Normal [get, set]
 The normal of the surface where the interaction occured. More...
 
ImpactTagMaskTagMask [get, set]
 The tags retrieved from the object we are interacting with, represented as an integer bitmask. This can be null if we were not able to get the object being interacted with. More...
 
float CompositionValue [get, set]
 If using material composition, a 0 to 1 value representing the influence of the material at the contact point. More...
 
int? PriorityOverride [get, set]
 If specified, this will override the Priority value of the Impact Object. More...
 
GameObject ThisObject [get, set]
 The object these parameters are being sent from. More...
 
GameObject OtherObject [get, set]
 The object we are interacting with. More...
 

Detailed Description

An implementation of the IInteractionData interface.

Member Function Documentation

◆ Clone()

IInteractionData Impact.InteractionData.Clone ( )

Create new interaction data with values copied from this interaction data.

Implements Impact.IInteractionData.

Property Documentation

◆ CompositionValue

float Impact.InteractionData.CompositionValue
getset

If using material composition, a 0 to 1 value representing the influence of the material at the contact point.

Implements Impact.IInteractionData.

◆ InteractionType

int Impact.InteractionData.InteractionType
getset

Integer representing the type of interaction such as Collision, Slide, Roll, and Simple. It is up to interactions to determine how this value affects the interaction.

Implements Impact.IInteractionData.

◆ Normal

Vector3 Impact.InteractionData.Normal
getset

The normal of the surface where the interaction occured.

Implements Impact.IInteractionData.

◆ OtherObject

GameObject Impact.InteractionData.OtherObject
getset

The object we are interacting with.

Implements Impact.IInteractionData.

◆ Point

Vector3 Impact.InteractionData.Point
getset

The contact point at which the interaction occured.

Implements Impact.IInteractionData.

◆ PriorityOverride

int? Impact.InteractionData.PriorityOverride
getset

If specified, this will override the Priority value of the Impact Object.

Implements Impact.IInteractionData.

◆ TagMask

ImpactTagMask? Impact.InteractionData.TagMask
getset

The tags retrieved from the object we are interacting with, represented as an integer bitmask.
This can be null if we were not able to get the object we are interacting with.

Implements Impact.IInteractionData.

◆ ThisObject

GameObject Impact.InteractionData.ThisObject
getset

The object these parameters are being sent from.

Implements Impact.IInteractionData.

◆ Velocity

Vector3 Impact.InteractionData.Velocity
getset

The velocity of the interaction.

Implements Impact.IInteractionData.