Bullet Dynamics v1.0.0
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BulletDynamics.Core Namespace Reference

Classes

class  AudioManager
 Audio Manager that uses ObjectPool<T> for AudioSources. More...
 
class  Bullet
 
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). More...
 
class  BulletData
 Data that describes the physical behaviour of the bullet and holds the references of the bullet visuals. More...
 
class  BulletEnvironment
 
Environment for the Bullet Dynamics.
This component handles the bullet physics using FixedUpdate and contains the BulletEnvironmentData that affects the bullets in the scene. More...
 
class  BulletEnvironmentData
 Environment data used by the BulletEnvironment to control the Bullet's trajectory though the scene. More...
 
class  BulletEnvironmentDebugVisualizer
 Component that draws the debug visuals of the Bullets. More...
 
class  BulletHandler
 Handler for the Bullet physics. It uses BulletJob for calculating the trajectories. More...
 
struct  BulletHitInfo
 Data that holds the information about the bullet's hit. More...
 
struct  BulletJob
 Job that calculates and moves the bullet according to the current velocity, hit information and penetration ability. More...
 
class  BulletUtility
 Utility class that provides the methods that can be used to calculate the Bullet'ss trajectory. More...
 
class  BulletVisualsHandler
 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. More...
 
class  DynamicSurface
 
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. More...
 
class  DynamicSurfaceRigidbody
 <see cref=DynamicSurface"/> that applies the <see cref="BulletHitInfo.Force"/> to the <see cref="Rigidbody"/> component found on this gameobject, or the parent. More...
 
class  ObjectPool
 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. More...
 
class  PooledAudioSource
 Audio source that will play the AudioClip using AudioManager's pool by calling AudioManager.PlayClip(AudioClip, Vector3, bool, bool). More...
 
class  RaycastDistanceComparer
 Comparer for sorting the raycasts by the distance. More...
 
class  SurfaceOnHitEffect
 
Component that will raise the event OnCompleted after Duration. More...
 
class  SurfacePhysicMaterial
 Material of the surface. More...