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void | UpdateRotation (ref Quaternion currentRotation, float deltaTime) |
| This is called when the motor wants to know what its rotation should be right now More...
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void | UpdateVelocity (ref Vector3 currentVelocity, float deltaTime) |
| This is called when the motor wants to know what its velocity should be right now More...
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void | BeforeCharacterUpdate (float deltaTime) |
| This is called before the motor does anything More...
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void | PostGroundingUpdate (float deltaTime) |
| This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling More...
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void | AfterCharacterUpdate (float deltaTime) |
| This is called after the motor has finished everything in its update More...
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bool | IsColliderValidForCollisions (Collider coll) |
| This is called after when the motor wants to know if the collider can be collided with (or if we just go through it) More...
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void | OnGroundHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) |
| This is called when the motor's ground probing detects a ground hit More...
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void | OnMovementHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport) |
| This is called when the motor's movement logic detects a hit More...
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void | ProcessHitStabilityReport (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport) |
| This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking More...
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void | OnDiscreteCollisionDetected (Collider hitCollider) |
| This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving) More...
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◆ AfterCharacterUpdate()
void KinematicCharacterController.ICharacterController.AfterCharacterUpdate |
( |
float |
deltaTime | ) |
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This is called after the motor has finished everything in its update
◆ BeforeCharacterUpdate()
void KinematicCharacterController.ICharacterController.BeforeCharacterUpdate |
( |
float |
deltaTime | ) |
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This is called before the motor does anything
◆ IsColliderValidForCollisions()
bool KinematicCharacterController.ICharacterController.IsColliderValidForCollisions |
( |
Collider |
coll | ) |
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This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)
◆ OnDiscreteCollisionDetected()
void KinematicCharacterController.ICharacterController.OnDiscreteCollisionDetected |
( |
Collider |
hitCollider | ) |
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This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)
◆ OnGroundHit()
void KinematicCharacterController.ICharacterController.OnGroundHit |
( |
Collider |
hitCollider, |
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Vector3 |
hitNormal, |
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Vector3 |
hitPoint, |
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ref HitStabilityReport |
hitStabilityReport |
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) |
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This is called when the motor's ground probing detects a ground hit
◆ OnMovementHit()
void KinematicCharacterController.ICharacterController.OnMovementHit |
( |
Collider |
hitCollider, |
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Vector3 |
hitNormal, |
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Vector3 |
hitPoint, |
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ref HitStabilityReport |
hitStabilityReport |
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) |
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This is called when the motor's movement logic detects a hit
◆ PostGroundingUpdate()
void KinematicCharacterController.ICharacterController.PostGroundingUpdate |
( |
float |
deltaTime | ) |
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This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling
◆ ProcessHitStabilityReport()
void KinematicCharacterController.ICharacterController.ProcessHitStabilityReport |
( |
Collider |
hitCollider, |
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Vector3 |
hitNormal, |
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Vector3 |
hitPoint, |
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Vector3 |
atCharacterPosition, |
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Quaternion |
atCharacterRotation, |
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ref HitStabilityReport |
hitStabilityReport |
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) |
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This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking
◆ UpdateRotation()
void KinematicCharacterController.ICharacterController.UpdateRotation |
( |
ref Quaternion |
currentRotation, |
|
|
float |
deltaTime |
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) |
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This is called when the motor wants to know what its rotation should be right now
◆ UpdateVelocity()
void KinematicCharacterController.ICharacterController.UpdateVelocity |
( |
ref Vector3 |
currentVelocity, |
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float |
deltaTime |
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) |
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This is called when the motor wants to know what its velocity should be right now
The documentation for this interface was generated from the following file:
- C:/Projects_Main/kcc/Assets/KinematicCharacterController/Core/ICharacterController.cs