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/// <summary>Offset of this influence volume to the component handling him.</summary>
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public Vector3 offset { get { return m_Offset; } set { m_Offset = value; } } |
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/// <summary>Size of the InfluenceVolume in Box Mode.</summary>
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/// <summary>Offset of sub volume defining fading.</summary>
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/// <summary>Size of sub volume defining fading.</summary>
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/// <summary>
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/// Position of fade sub volume maxOffset point relative to InfluenceVolume max corner.
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/// Values between 0 (on InfluenceVolume hull) to half of boxSize corresponding axis.
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/// </summary>
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/// <summary>
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/// Position of fade sub volume minOffset point relative to InfluenceVolume min corner.
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/// Values between 0 (on InfluenceVolume hull) to half of boxSize corresponding axis.
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/// </summary>
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/// <summary>Offset of sub volume defining fading relative to normal orientation.</summary>
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/// <summary>Size of sub volume defining fading relative to normal orientation.</summary>
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/// <summary>
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/// Position of normal fade sub volume maxOffset point relative to InfluenceVolume max corner.
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/// Values between 0 (on InfluenceVolume hull) to half of boxSize corresponding axis (on origin for this axis).
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/// </summary>
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/// <summary>
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/// Position of normal fade sub volume minOffset point relative to InfluenceVolume min corner.
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/// Values between 0 (on InfluenceVolume hull) to half of boxSize corresponding axis (on origin for this axis).
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/// </summary>
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/// <summary>Define fading percent of +X, +Y and +Z locally oriented face. (values from 0 to 1)</summary>
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/// <summary>Define fading percent of -X, -Y and -Z locally oriented face. (values from 0 to 1)</summary>
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/// <summary>Radius of the InfluenceVolume in Sphere Mode.</summary>
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/// <summary>
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/// Offset of the fade sub volume from InfluenceVolume hull.
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/// Value between 0 (on InfluenceVolume hull) and sphereRadius (fade sub volume reduced to a point).
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/// </summary>
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/// <summary>
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/// Offset of the normal fade sub volume from InfluenceVolume hull.
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/// Value between 0 (on InfluenceVolume hull) and sphereRadius (fade sub volume reduced to a point).
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/// </summary>
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public float sphereBlendNormalDistance { get { return m_SphereBlendNormalDistance; } set { m_SphereBlendNormalDistance = value; } } |
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internal BoundingSphere GetBoundingSphereAt(Transform probeTransform) |
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