|
static Mesh | Clone (Mesh mesh, int[] triangles) |
|
static float | GetViewDistance (Vector3 position, float viewDistance, bool isAlerted) |
|
static float | GetViewDistance (float viewDistance, List< DarkZone > dark, List< LightZone > light, List< GrassZone > grass, bool isAlerted) |
|
static T [] | GetInterfaces< T > (GameObject gameObject) |
|
static bool | IsFree (GameObject gameObject, Vector3 origin, Vector3 direction, float distance, bool coverMeansFree, bool actorMeansFree) |
|
static bool | GetClosestCover (Vector3 position, float radius, ref Cover resultCover, ref Vector3 resultPosition) |
|
static RaycastHit | GetClosestRaycastHit (Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null) |
|
static Vector3 | GetClosestNonActorHit (Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null) |
|
static Vector3 | GetClosestHitIgnoreSide (Vector3 origin, Vector3 target, float minDistance, int side, out Vector3 normal) |
|
static Vector3 | GetClosestStaticHit (Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null) |
|
static Vector3 | GetClosestHit (Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null) |
|
static float | RandomUnobstructedAngle (GameObject gameObject, Vector3 position, float maxObstruction, int attempts=10) |
|
static float | RandomUnobstructedAngle (GameObject gameObject, Vector3 position, float current, float angleRange, float maxObstruction, int attempts=10) |
|
static float | GetPinch () |
|
static float | Lerp (float Value, float Target, float rate) |
|
static float | LerpAngle (float Value, float Target, float rate) |
|
static Vector3 | Lerp (Vector3 Value, Vector3 Target, float rate) |
|
static Quaternion | Lerp (Quaternion Value, Quaternion Target, float rate) |
|
static void | Lerp (ref float Value, float Target, float rate) |
|
static void | LerpAngle (ref float Value, float Target, float rate) |
|
static void | Lerp (ref Vector3 Value, Vector3 Target, float rate) |
|
static void | Lerp (ref Quaternion Value, Quaternion Target, float rate) |
|
static void | Move (ref Vector3 Value, Vector3 Target, float speed) |
|
static void | Move (ref float Value, float Target, float speed) |
|
static void | MoveAngle (ref float Value, float Target, float speed) |
|
static bool | InHiearchyOf (GameObject target, GameObject parent) |
| Is the given target object is inside the parent hierarchy. More...
|
|
static float | FindDeltaPath (Vector3 a, Vector3 b, Vector3 point) |
| Delta of a point on AB line closest to the given point. More...
|
|
static Vector3 | FindClosestToPath (Vector3 a, Vector3 b, Vector3 point) |
| Position of a point on AB line closest to the given .point. More...
|
|
static Vector3 | HorizontalVector (float angle) |
| Calculates a vector given the horizontal angle. More...
|
|
static Vector3 | Vector (float horizontal, float vertical) |
| Calculates a vector given the horizontal angle. More...
|
|
static float | HorizontalAngle (Vector3 vector) |
| Calculates horizontal angle of the given vector. More...
|
|
static float | VerticalAngle (Vector3 vector) |
| Calculates vertical angle in degrees. More...
|
|
static float | VerticalAngle (float height, float distance) |
| Calculates vertical angle in degrees. More...
|
|
static float | DistanceToSegment (Vector3 point, Vector3 p0, Vector3 p1) |
| An utility function to calculate a distance between a point and a segment. More...
|
|
static Vector3 | VectorToSegment (Vector3 point, Vector3 p0, Vector3 p1) |
| An utility function to calculate a vector between a point and a segment. More...
|
|