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void | Awake () |
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void | FixedUpdate () |
| Here we check if we can engage, and if so, apply the offset and out-of-frame offset Since Krakensbane engages so quickly now, and therefore FO has to run each frame to apply the out-of-KB-frame velocity, the 'continuous' check is often superfluous. We rely on Krakensbane telling us (since it runs right before us) whether it's safe to engage. That's the 'canEngageThisFrame' check. If Krakensbane is not running to set that, we assume it is safe and therefore reset to true at the end of the method. We also need to disable collision enhancer on large offsets, just in case. More...
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void | OnDestroy () |
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void | setOffset (Vector3d refPos, Vector3d nonFrame) |
| Shifts the origin so that it center at the given position More...
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void FloatingOrigin.Awake |
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inlineprotected |
void FloatingOrigin.FixedUpdate |
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inlineprotected |
Here we check if we can engage, and if so, apply the offset and out-of-frame offset Since Krakensbane engages so quickly now, and therefore FO has to run each frame to apply the out-of-KB-frame velocity, the 'continuous' check is often superfluous. We rely on Krakensbane telling us (since it runs right before us) whether it's safe to engage. That's the 'canEngageThisFrame' check. If Krakensbane is not running to set that, we assume it is safe and therefore reset to true at the end of the method. We also need to disable collision enhancer on large offsets, just in case.
void FloatingOrigin.OnDestroy |
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static bool FloatingOrigin.RegisterParticleSystem |
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ParticleSystem |
sys | ) |
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inlinestatic |
Regsiter a worldspace particlesystem with FO. Returns false if no instance of FO, or if FO already has the system.
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- Returns
void FloatingOrigin.ResetOffset |
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inline |
Sets offset so the launchpad spawn point is at the origin
static void FloatingOrigin.ResetTerrainShaderOffset |
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inlinestatic |
Resets shader offset to avoid the offset getting too large.
Shifts the origin so that it center at the given position
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refPos | The position (in global space) to center on |
nonFrame | The additional offset to apply to things not in the Krakensbane velocity frame. |
< Offset vessel itself–if in the frame, use our regular offset, else use the full (including krakensbane velocity change) offset.
static void FloatingOrigin.SetOffset |
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Vector3d |
refPos | ) |
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inlinestatic |
Shifts the origin so that it center at the given position
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refPos | The position (in global space) to center on |
static void FloatingOrigin.SetOutOfFrameOffset |
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Vector3d |
add | ) |
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inlinestatic |
Sets the additional offset for those objects not in the moving Krakensbane frame. Called by Krakensbane.
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static void FloatingOrigin.SetSafeToEngage |
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bool |
val | ) |
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inlinestatic |
Sets whether it's safe to engage. Called by Krakensbane.
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static bool FloatingOrigin.UnregisterParticleSystem |
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ParticleSystem |
sys | ) |
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inlinestatic |
Unregister a worldspace particlesystem with FO. Returns false if no instance of FO, or if the sys is not registered.
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double FloatingOrigin.altToStopMovingExplosions = 10000d |
bool FloatingOrigin.canEngageThisFrame = true |
double FloatingOrigin.CoMRecalcOffsetMaxSqr = (10000d * 10000d) |
bool FloatingOrigin.continuous |
Transform FloatingOrigin.forcedCenterTransform |
int FloatingOrigin.particlesLength = 1024 |
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List<ParticleSystem> FloatingOrigin.particleSystems = new List<ParticleSystem>() |
int FloatingOrigin.pCount |
float FloatingOrigin.threshold = 500f |
float FloatingOrigin.thresholdSqr |
double FloatingOrigin.velForContinuous = 5000d |
double FloatingOrigin.velForContinuousSqr |
Vector3d FloatingOrigin.OffsetNonKrakensbane |
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staticget |
Vector3d FloatingOrigin.TerrainShaderOffset |
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staticgetset |
Terrain shader offset used by the terrain shader to match up with the floating origin.
The documentation for this class was generated from the following file: