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Superfighters Deluxe
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Public Member Functions | |
| RayCastInput (bool closestHitOnly=false) | |
Public Attributes | |
| RayCastFilterMode | AbsorbProjectile |
| If projectiles will be absorbed when hitting this object or not. This is intended to be used together with the ProjectileHit filter. Note: Some objects have custom implemented rules which override this so there are a few exceptions. More... | |
| RayCastFilterMode | BlockExplosions |
| If explosions are blocked by this object or not. More... | |
| RayCastFilterMode | BlockFire |
| If fire is blocked by this object or not. More... | |
| RayCastFilterMode | BlockMelee |
| If melee attacks are blocked by this object or not. More... | |
| bool | ClosestHitOnly |
| If you only care about the closest result you should enable this as it optimizes the RayCast and always returns one RayCastInput result. More... | |
| bool | FilterOnMaskBits |
| If MaskBits should be used for filtering. More... | |
| bool | IncludeOverlap |
| If overlapping objects at the start of the RayCast should be included. More... | |
| UInt16 | MaskBits |
| The collision mask bits. This states the categories that this RayCast would accept for collision if FilterOnMaskBits is set to true. More... | |
| RayCastFilterMode | ProjectileHit |
| If projectiles hit this object or not. More... | |
| Type[] | Types |
| Types that the RayCast would accept for collision. More... | |
| RayCastInput | ( | bool | closestHitOnly = false | ) |
| RayCastFilterMode AbsorbProjectile |
If projectiles will be absorbed when hitting this object or not. This is intended to be used together with the ProjectileHit filter. Note: Some objects have custom implemented rules which override this so there are a few exceptions.
| RayCastFilterMode BlockExplosions |
If explosions are blocked by this object or not.
| RayCastFilterMode BlockFire |
If fire is blocked by this object or not.
| RayCastFilterMode BlockMelee |
If melee attacks are blocked by this object or not.
| bool ClosestHitOnly |
If you only care about the closest result you should enable this as it optimizes the RayCast and always returns one RayCastInput result.
| bool FilterOnMaskBits |
If MaskBits should be used for filtering.
| bool IncludeOverlap |
If overlapping objects at the start of the RayCast should be included.
| UInt16 MaskBits |
The collision mask bits. This states the categories that this RayCast would accept for collision if FilterOnMaskBits is set to true.
| RayCastFilterMode ProjectileHit |
If projectiles hit this object or not.
| Type [] Types |
Types that the RayCast would accept for collision.