kakozuzo/Libraries/fish.scc/.bin/package.fish.scc.xml
2024-10-29 18:52:47 +03:00

288 lines
14 KiB
XML

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