Superfighters Deluxe
RayCastInput Struct Reference

RayCastInput More...

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...
 

Detailed Description

Constructor & Destructor Documentation

◆ RayCastInput()

RayCastInput ( bool  closestHitOnly = false)

Member Data Documentation

◆ AbsorbProjectile

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.

◆ BlockExplosions

RayCastFilterMode BlockExplosions

If explosions are blocked by this object or not.

◆ BlockFire

RayCastFilterMode BlockFire

If fire is blocked by this object or not.

◆ BlockMelee

RayCastFilterMode BlockMelee

If melee attacks are blocked by this object or not.

◆ ClosestHitOnly

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.

◆ FilterOnMaskBits

bool FilterOnMaskBits

If MaskBits should be used for filtering.

◆ IncludeOverlap

bool IncludeOverlap

If overlapping objects at the start of the RayCast should be included.

◆ MaskBits

UInt16 MaskBits

The collision mask bits. This states the categories that this RayCast would accept for collision if FilterOnMaskBits is set to true.

◆ ProjectileHit

RayCastFilterMode ProjectileHit

If projectiles hit this object or not.

◆ Types

Type [] Types

Types that the RayCast would accept for collision.