Third Person Cover Shooter  1.6
CoverShooter.Util Member List

This is the complete list of members for CoverShooter.Util, including all inherited members.

Clone(Mesh mesh, int[] triangles)CoverShooter.Utilstatic
CollidersCoverShooter.Utilstatic
DistanceToSegment(Vector3 point, Vector3 p0, Vector3 p1)CoverShooter.Utilstatic
FindClosestToPath(Vector3 a, Vector3 b, Vector3 point)CoverShooter.Utilstatic
FindDeltaPath(Vector3 a, Vector3 b, Vector3 point)CoverShooter.Utilstatic
GetClosestCover(Vector3 position, float radius, ref Cover resultCover, ref Vector3 resultPosition)CoverShooter.Utilstatic
GetClosestHit(Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null)CoverShooter.Utilstatic
GetClosestHitIgnoreSide(Vector3 origin, Vector3 target, float minDistance, int side, out Vector3 normal)CoverShooter.Utilstatic
GetClosestNonActorHit(Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null)CoverShooter.Utilstatic
GetClosestRaycastHit(Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null)CoverShooter.Utilstatic
GetClosestStaticHit(Vector3 origin, Vector3 target, float minDistance, GameObject ignore=null)CoverShooter.Utilstatic
GetInterfaces< T >(GameObject gameObject)CoverShooter.Utilstatic
GetPinch()CoverShooter.Utilstatic
GetViewDistance(Vector3 position, float viewDistance, bool isAlerted)CoverShooter.Utilstatic
GetViewDistance(float viewDistance, List< DarkZone > dark, List< LightZone > light, List< GrassZone > grass, bool isAlerted)CoverShooter.Utilstatic
HitsCoverShooter.Utilstatic
HorizontalAngle(Vector3 vector)CoverShooter.Utilstatic
HorizontalVector(float angle)CoverShooter.Utilstatic
InHiearchyOf(GameObject target, GameObject parent)CoverShooter.Utilstatic
IsFree(GameObject gameObject, Vector3 origin, Vector3 direction, float distance, bool coverMeansFree, bool actorMeansFree)CoverShooter.Utilstatic
Lerp(float Value, float Target, float rate)CoverShooter.Utilstatic
Lerp(Vector3 Value, Vector3 Target, float rate)CoverShooter.Utilstatic
Lerp(Quaternion Value, Quaternion Target, float rate)CoverShooter.Utilstatic
Lerp(ref float Value, float Target, float rate)CoverShooter.Utilstatic
Lerp(ref Vector3 Value, Vector3 Target, float rate)CoverShooter.Utilstatic
Lerp(ref Quaternion Value, Quaternion Target, float rate)CoverShooter.Utilstatic
LerpAngle(float Value, float Target, float rate)CoverShooter.Utilstatic
LerpAngle(ref float Value, float Target, float rate)CoverShooter.Utilstatic
Move(ref Vector3 Value, Vector3 Target, float speed)CoverShooter.Utilstatic
Move(ref float Value, float Target, float speed)CoverShooter.Utilstatic
MoveAngle(ref float Value, float Target, float speed)CoverShooter.Utilstatic
RandomUnobstructedAngle(GameObject gameObject, Vector3 position, float maxObstruction, int attempts=10)CoverShooter.Utilstatic
RandomUnobstructedAngle(GameObject gameObject, Vector3 position, float current, float angleRange, float maxObstruction, int attempts=10)CoverShooter.Utilstatic
Vector(float horizontal, float vertical)CoverShooter.Utilstatic
VectorToSegment(Vector3 point, Vector3 p0, Vector3 p1)CoverShooter.Utilstatic
VerticalAngle(Vector3 vector)CoverShooter.Utilstatic
VerticalAngle(float height, float distance)CoverShooter.Utilstatic