Transform Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.Anchor |
The Anchor or lowest/bottom piece of the ExtensionPoint (eg: Bottom Mesh of leg).
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.anchorHeight |
This is the height of the collider on the anchor piece.
Vector3 Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.AnchorOriginalPosition = new Vector3(-1, -1, -1) |
Original Anchor transform position
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.baseHeight |
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.distanceMoved |
The Distance the leg base was moved from it's original starting position (used for reset).
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.height |
This is the height of the ExtensionPoint to begin with plus the distance required to reach the ground.
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.hitDistance |
This was the raycast hit distance to the ground.
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.initialHeight = -1f |
The Initial height of the model before we change anything. Set to -1f at start otherwise the mesh will not be stretched. This is so it will not stretch the mesh more than once.
Material Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.material |
This is the material on the Stretch transform.
Transform Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.Pivot |
Vector3 [] Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.Points = null |
These are the four corners (points) of the anchor piece.
float Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.scaleFactor = 1f |
This is the scale factor of the stretch mesh. Usually starts at scale of 1.
Transform Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.Stretch |
The transform of the mesh we are going to stretch to the ground. The pivot of which must be at the top of the mesh.
Vector3 Expansions.Missions.Scenery.Scripts.PositionMobileLaunchPad.ExtensionPoint.StretchOriginalPosition = new Vector3(-1, -1, -1) |
Original Stretch transform position
The documentation for this class was generated from the following file: