288 lines
14 KiB
XML
288 lines
14 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>package.fish.scc</name>
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</assembly>
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<members>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.ManuallyUpdate">
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<summary>
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Manually update this by calling Move() or let it always be simulated
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.ScaleAgainstWalls">
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<summary>
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If pushing against a wall, scale the velocity based on the wall's angle (False is useful for NPCs that get stuck on corners)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.TraceWidth">
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<summary>
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Width of our trace
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.TraceHeight">
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<summary>
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Height of our trace
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreTags">
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<summary>
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Which tags it should ignore
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.MaxBounces">
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<summary>
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Max amount of trace calls whenever the simulation doesn't reach its target (Slide and collide bounces)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundAcceleration">
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<summary>
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How fast you accelerate while on the ground (Units per second)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundDeceleration">
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<summary>
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How fast you decelerate while on the ground (Units per second)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.AirAcceleration">
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<summary>
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How fast you accelerate while in the air (Units per second)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.AirDeceleration">
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<summary>
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How fast you decelerate while in the air (Units per second)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreGroundSurface">
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<summary>
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Do we ignore the friction of the surface you're standing on or not?
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreZ">
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<summary>
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Is this MoveHelper meant for horizontal grounded movement? (false = For flying or noclip)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreZWhenZero">
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<summary>
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Do we ignore Z when it's near 0 (So that gravity affects you when not moving)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WallTolerance">
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<summary>
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Tolerance from a 90° surface before it's considered a wall (Ex. Tolerance 1 = Between 89° and 91° can be a wall, 0.1 = 89.9° to 90.1°)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GripFactorReduction">
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<summary>
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Player feels like it's gripping walls too much? Try more Grip Factor Reduction!
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundStickEnabled">
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<summary>
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Stick the MoveHelper to the ground (IsOnGround will default to false if disabled)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.MaxGroundAngle">
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<summary>
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How steep terrain can be for you to stand on without slipping
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundStickDistance">
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<summary>
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How far from the ground the MoveHelper is going to stick (Useful for going down stairs!)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepsEnabled">
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<summary>
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Enable steps climbing (+1 Trace call)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepHeight">
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<summary>
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How high steps can be for you to climb on
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepDepth">
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<summary>
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How deep it checks for steps (Minimum depth)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepTolerance">
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<summary>
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Tolerance from a 90° surface before it's considered a valid step (Ex. Tolerance 1 = Between 89° and 91° can be a step, 0.1 = 89.9° to 90.1°)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.PseudoStepsEnabled">
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<summary>
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Enable to ability to walk on a surface that's too steep if it's equal or smaller than a step (+1 Trace call when on steep terrain)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.PushEnabled">
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<summary>
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Instead of colliding with these tags the MoveHelper will be pushed away (Make sure the tags are in IgnoreTags as well!)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.PushTagsWeight">
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<summary>
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Which tags will push this MoveHelper away and with how much force (Make sure they are also included in IgnoreTags!) (+1 Trace call)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GravityEnabled">
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<summary>
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Apply gravity to this MoveHelper when not on the ground
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.UseSceneGravity">
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<summary>
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Use the scene's gravity or our own
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.Gravity">
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<summary>
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Units per second squared (Default is -850f)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.UnstuckEnabled">
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<summary>
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Check if the MoveHelper is stuck and try to get it to unstuck (+Trace calls if stuck)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.MaxUnstuckTries">
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<summary>
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How many trace calls it will attempt to get the MoveHelper unstuck
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WishVelocity">
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<summary>
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The simulated target velocity for our MoveHelper (Units per second, we apply Time.Delta inside)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.Velocity">
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<summary>
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The resulting velocity after the simulation is done (Units per second)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsOnGround">
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<summary>
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Is the MoveHelper currently touching the ground
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</summary>
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</member>
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<!-- Badly formed XML comment ignored for member "P:ShrimpleCharacterController.ShrimpleCharacterController.GroundNormal" -->
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundAngle">
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<summary>
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The current ground angle you're standing on (Always 0f if IsOnGround false)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundSurface">
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<summary>
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The current surface you're standing on
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundObject">
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<summary>
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The gameobject you're currently standing on
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsPushingAgainstWall">
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<summary>
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Is the MoveHelper currently pushing against a wall
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WallNormal">
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<summary>
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The current wall normal you're pushing against (Always Vector3.Zero if IsPushingAgainstWall false)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WallObject">
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<summary>
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The gameobject you're currently pushing on
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsSlipping">
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<summary>
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Is the MoveHelper standing on a terrain too steep to stand on (Always false if IsOnGround false)
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsStuck">
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<summary>
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The MoveHelper is stuck and we can't get it out
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</summary>
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</member>
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<member name="F:ShrimpleCharacterController.ShrimpleCharacterController.SkinWidth">
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<summary>
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To avoid getting stuck due to imprecision we shrink the bounds before checking and compensate for it later
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</summary>
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</member>
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<member name="P:ShrimpleCharacterController.ShrimpleCharacterController.Bounds">
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<summary>
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The bounds of this MoveHelper generated from the TraceWidth and TraceHeight
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</summary>
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</member>
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<member name="F:ShrimpleCharacterController.ShrimpleCharacterController.UnstuckTarget">
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<summary>
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If another MoveHelper moved at the same time and they're stuck, let this one know that the other already unstuck for us
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</summary>
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</member>
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<member name="M:ShrimpleCharacterController.ShrimpleCharacterController.BuildTrace(BBox,Vector3,Vector3)">
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<summary>
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Casts the current bounds from to and returns the scene trace result
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</summary>
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<param name="bounds"></param>
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<param name="from"></param>
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<param name="to"></param>
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<returns></returns>
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</member>
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<member name="M:ShrimpleCharacterController.ShrimpleCharacterController.Punch(Vector3@)">
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<summary>
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Detach the MoveHelper from the ground and launch it somewhere (Units per second)
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</summary>
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<param name="amount"></param>
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</member>
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<member name="M:ShrimpleCharacterController.ShrimpleCharacterController.Move(System.Boolean)">
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<summary>
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Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
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</summary>
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<param name="manualUpdate">Just calculate but don't update position</param>
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</member>
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<member name="M:ShrimpleCharacterController.ShrimpleCharacterController.Move(System.Single,System.Boolean)">
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<summary>
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Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
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</summary>
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<param name="delta">The time step</param>
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<param name="manualUpdate">Just calculate but don't update position</param>
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</member>
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<member name="T:ShrimpleCharacterController.ShrimpleCharacterController.MoveHelperResult">
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<summary>
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Sometimes we have to update only the position but not the velocity (Like when climbing steps or getting unstuck) so we can't have Position rely only on Velocity
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</summary>
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</member>
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<member name="M:ShrimpleCharacterController.ShrimpleCharacterController.TestPosition(Vector3,System.String)">
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<summary>
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Debug don't use
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</summary>
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<param name="position"></param>
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<param name="title"></param>
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<returns></returns>
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</member>
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<member name="M:ShrimpleCharacterController.Vector3Extensions.MoveTowards(Vector3,Vector3,System.Single)">
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<summary>
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Move a vector3 towards a goal by a fixed distance
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</summary>
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<param name="value"></param>
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<param name="target"></param>
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<param name="travelSpeed"></param>
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<returns></returns>
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</member>
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<member name="M:ShrimpleCharacterController.Vector3Extensions.ProjectAndScale(Vector3,Vector3)">
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<summary>
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Project a vector along a plane (normal) and scale it back to its original length
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</summary>
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<param name="value"></param>
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<param name="normal"></param>
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<returns></returns>
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</member>
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</members>
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</doc>
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