This collider will Damage a Damageable object on impact.
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| float | Damage = 25f |
| | How much damage to apply to the Damageable object.
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| Rigidbody | ColliderRigidbody |
| | Used to determine velocity of this collider.
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| float | MinForce = 0.1f |
| | Minimum Amount of force necessary to do damage. Expressed as relativeVelocity.magnitude.
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| float | LastRelativeVelocity = 0 |
| | Our previous frame's last relative velocity value.
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| float | LastDamageForce = 0 |
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| bool | TakeCollisionDamage = false |
| | Should this take damage if this collider collides with something? For example, pushing a box off of a ledge and it hits the ground.
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| float | CollisionDamage = 5 |
| | How much damage to apply if colliding with something at speed.
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This collider will Damage a Damageable object on impact.
◆ OnCollisionEvent()
| virtual void BNG.DamageCollider.OnCollisionEvent |
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Collision |
collision | ) |
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virtual |
◆ ColliderRigidbody
| Rigidbody BNG.DamageCollider.ColliderRigidbody |
Used to determine velocity of this collider.
◆ CollisionDamage
| float BNG.DamageCollider.CollisionDamage = 5 |
How much damage to apply if colliding with something at speed.
◆ Damage
| float BNG.DamageCollider.Damage = 25f |
How much damage to apply to the Damageable object.
◆ LastDamageForce
| float BNG.DamageCollider.LastDamageForce = 0 |
◆ LastRelativeVelocity
| float BNG.DamageCollider.LastRelativeVelocity = 0 |
Our previous frame's last relative velocity value.
◆ MinForce
| float BNG.DamageCollider.MinForce = 0.1f |
Minimum Amount of force necessary to do damage. Expressed as relativeVelocity.magnitude.
◆ TakeCollisionDamage
| bool BNG.DamageCollider.TakeCollisionDamage = false |
Should this take damage if this collider collides with something? For example, pushing a box off of a ledge and it hits the ground.
The documentation for this class was generated from the following file: