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Bullet Dynamics v1.0.0
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▼NBulletDynamics | |
▼NCore | |
CAudioManager | Audio Manager that uses ObjectPool<T> for AudioSources |
CBullet | Class that holds all of the relevant data of the Bullet. Bullet should be added to the BulletEnvironment using a method BulletEnvironment.AddBullet(Bullet) so that the physics can be calculated by the handler. Easiest way to create a bullet is to use a Weapon and call the method Weapon.Shoot which will call BulletEnvironment.AddBullet(BulletData, Transform) |
▼CBulletData | Data that describes the physical behaviour of the bullet and holds the references of the bullet visuals |
CPhysicData | Data that describes the physical behaviour of the bullet |
CBulletEnvironment | Environment for the Bullet Dynamics. This component handles the bullet physics using FixedUpdate and contains the BulletEnvironmentData that affects the bullets in the scene |
CBulletEnvironmentData | Environment data used by the BulletEnvironment to control the Bullet's trajectory though the scene |
CBulletEnvironmentDebugVisualizer | Component that draws the debug visuals of the Bullets |
CBulletHandler | Handler for the Bullet physics. It uses BulletJob for calculating the trajectories |
CBulletHitInfo | Data that holds the information about the bullet's hit |
CBulletJob | Job that calculates and moves the bullet according to the current velocity, hit information and penetration ability |
CBulletUtility | Utility class that provides the methods that can be used to calculate the Bullet'ss trajectory |
CBulletVisualsHandler | Component that listens to BulletEnvironment events, instantiates a bullet visual if it is assigned, moves it across the scene and creates hit effect when the Bullet collides with the DynamicSurface |
CDynamicSurface | Component that marks the object as the surface that the Bullets can interact with. If the object does not have this component, Bullet will not have any data for calculating penetration or ricochet so the bullet will stop at the collision point |
CDynamicSurfaceRigidbody | <see cref=DynamicSurface"/> that applies the <see cref="BulletHitInfo.Force"/> to the <see cref="Rigidbody"/> component found on this gameobject, or the parent |
CObjectPool | Object pool system that allows any object to be pooled. Use methods Initialize(T) to set up the original object, GetObject to get the a new/available object from the pool, or ReturnObject(T) to return an object to the pool if it is no longer in use |
CPooledAudioSource | Audio source that will play the AudioClip using AudioManager's pool by calling AudioManager.PlayClip(AudioClip, Vector3, bool, bool) |
CRaycastDistanceComparer | Comparer for sorting the raycasts by the distance |
CSurfaceOnHitEffect | Component that will raise the event OnCompleted after Duration |
▼CSurfacePhysicMaterial | Material of the surface |
CMaterialData | Data that holds the information about the surface |
▼NDamage | |
▼CBulletDamageHandler | Component that subscribes to BulletEnvironment events and listens to Bullet.OnCollision event. It will apply the damage to the IDamageableByBullet found on the DynamicSurface that the Bullet collided with |
CBulletDamageConnection | Connects Core.BulletData with the damage it will cause |
CIDamageableByBullet | Interface for the damageable objects |
▼NExample | |
CBulletDynamicsExampleBulletTrail | Component that clears the bullet trail on enable and on disable |
CBulletDynamicsExampleDamageableTarget | Example component that will respond to the damage using IDamageableByBullet. It will display the combined damage on the UI |
CBulletDynamicsExampleDestructableGlass | Example component that will change the mesh renderer's color to the _hitColor when the DynamicSurface.OnCollision is raised |
CBulletDynamicsExamplePlayerController | Example Controller that is used in the example scene to test the funcionalities |
CBulletDynamicsExampleTargetSurfaceOnCollision | Example component that will change the mesh renderer's color to the _hitColor when the DynamicSurface.OnCollision is raised |
▼NWeapons | |
CWeapon | Component that allows the object to shoot the Bullets using Shoot method. It supports fire rate setting which limits the Shoot method until the FireRate delay has been met |
CWeaponMagazine | Component that works with Weapon to set it's Weapon.IsShootingEnabled flag to false when the magazine is empty. Support reloading with Reload method |
CWeaponZeroing | Component that allows the weapon to be zeroed to the specified distance. Use the method SetZeroing(float) to rotate the _affectedTransform to the correct rotation |