Chris Gregan
7 years ago
11 changed files with 149 additions and 229 deletions
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# GameObject commands # {#gameobject_commands} |
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[TOC] |
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# Instantiate # {#Instantiate} |
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Instantiate a game object |
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Defined in Fungus.SpawnObject |
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Property | Type | Description |
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--- | --- | --- |
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_source Object | Fungus.GameObjectData | Game object to copy when spawning. Can be a scene object or a prefab. |
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_parent Transform | Fungus.TransformData | Transform to use as parent during instantiate. |
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_spawn At Self | Fungus.BooleanData | If true, will use the Transfrom of this Flowchart for the position and rotation. |
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_spawn Position | Fungus.Vector3Data | Local position of newly spawned object. |
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_spawn Rotation | Fungus.Vector3Data | Local rotation of newly spawned object. |
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_newly Spawned Object | Fungus.GameObjectData | Optional variable to store the GameObject that was just created. |
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# Input Commands # {#input_commands} |
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Commands that interact with UnityEngine.Input |
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# Input commands # {#input_commands} |
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[TOC] |
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# Move # {#Move} |
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Moves a game object to a specified position over time. Can be either to or from a given target. Can be absolute or additive. |
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# GetAxis # {#GetAxis} |
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Store Input.GetAxis in a variable |
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Defined in Fungus.MoveLean |
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Defined in Fungus.GetAxis |
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Property | Type | Description |
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--- | --- | --- |
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axisName | Fungus.StringData | Input Axis name, defined in [InputManager](https://docs.unity3d.com/Manual/class-InputManager.html) |
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axisRaw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis |
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outValue | Fungus.FloatData | Float to store the value of the GetAxis. |
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Axis Raw | System.Boolean | If true, calls GetAxisRaw instead of GetAxis |
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Out Value | Fungus.FloatData | Float to store the value of the GetAxis |
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# LeanTween commands # {#leanTween_commands} |
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Fungus Commands that apply [LeanTweens](http://dentedpixel.com/LeanTweenDocumentation/classes/LeanTween.html) to a GameObject. |
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# LeanTween commands # {#leantween_commands} |
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[TOC] |
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# Move # {#Move} |
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Moves a game object to a specified position over time. Can be either to or from a given target. Can be absolute or additive. |
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Moves a game object to a specified position over time. The position can be defined by a transform in another object (using To Transform) or by setting an absolute position (using To Position, if To Transform is set to None). |
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Defined in Fungus.MoveLean |
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Property | Type | Description |
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--- | --- | --- |
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_targetObject | Fungus.GameObjectData | GameObject to tween |
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_duration | Fungus.FloatData | Time in seconds for the tween to complete |
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_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current. |
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_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination. |
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easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad |
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loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. |
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repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. |
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_toTransform | Fungus.TransformData | Target transform that the GameObject will move to. Often easier to configure tweens with the use of a target gameobject than a hard coded world position. (if this is not set then the _toPosition vector3 will be used) |
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_toPosition | Fungus.Vector3Data | Target world position that the GameObject will move to, if no From Transform is set. This is only used if the _toTransform is null |
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isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default. |
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_to Transform | Fungus.TransformData | Target transform that the GameObject will move to |
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_to Position | Fungus.Vector3Data | Target world position that the GameObject will move to, if no From Transform is set |
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Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default. |
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_target Object | Fungus.GameObjectData | Target game object to apply the Tween to |
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_duration | Fungus.FloatData | The time in seconds the animation will take to complete |
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_to From | Fungus.BaseLeanTweenCommand+ToFrom | Does the tween act from current TO destination or is it reversed and act FROM destination to its current |
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_abs Add | Fungus.BaseLeanTweenCommand+AbsAdd | Does the tween use the value as a target or as a delta to be added to current. |
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Ease Type | LeanTweenType | The shape of the easing curve applied to the animation |
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Loop Type | LeanTweenType | The type of loop to apply once the animation has completed |
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Repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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Stop Previous Tweens | System.Boolean | Stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command |
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# Scale # {#Scale} |
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Scales a game object to a specified scale over time. Can be either to or from a given target. Can be absolute or additive. |
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# Rotate # {#Rotate} |
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Rotates a game object to the specified angles over time. |
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Defined in Fungus.ScaleLean |
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Defined in Fungus.RotateLean |
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Property | Type | Description |
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--- | --- | --- |
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_targetObject | Fungus.GameObjectData | GameObject to tween |
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_duration | Fungus.FloatData | Time in seconds for the tween to complete |
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_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current. |
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_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination. |
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easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad |
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loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. |
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repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. |
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_toTransform | Fungus.TransformData | Target scale for the tween to use. If null then the _toScale vector3 is used instead. |
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_toScale | Fungus.Vector3Data | Target scale that the GameObject will scale to. Only used if _toTransform is null. Default is 1,1,1 |
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_to Transform | Fungus.TransformData | Target transform that the GameObject will rotate to |
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_to Rotation | Fungus.Vector3Data | Target rotation that the GameObject will rotate to, if no To Transform is set |
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Is Local | System.Boolean | Whether to animate in world space or relative to the parent. False by default. |
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Rotate Mode | Fungus.RotateLean+RotateMode | Whether to use the provided Transform or Vector as a target to look at rather than a euler to match. |
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_target Object | Fungus.GameObjectData | Target game object to apply the Tween to |
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_duration | Fungus.FloatData | The time in seconds the animation will take to complete |
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_to From | Fungus.BaseLeanTweenCommand+ToFrom | Does the tween act from current TO destination or is it reversed and act FROM destination to its current |
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_abs Add | Fungus.BaseLeanTweenCommand+AbsAdd | Does the tween use the value as a target or as a delta to be added to current. |
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Ease Type | LeanTweenType | The shape of the easing curve applied to the animation |
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Loop Type | LeanTweenType | The type of loop to apply once the animation has completed |
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Repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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Stop Previous Tweens | System.Boolean | Stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command |
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# Rotate # {#Rotate} |
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Rotate a game object to a specified rotation (matching another transform or eulerAngle) over time. Can be either to or from a given target. Can be absolute or additive. |
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# Scale # {#Scale} |
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Changes a game object's scale to a specified value over time. |
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Defined in Fungus.RotateLean |
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Defined in Fungus.ScaleLean |
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Property | Type | Description |
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--- | --- | --- |
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_targetObject | Fungus.GameObjectData | GameObject to tween |
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_duration | Fungus.FloatData | Time in seconds for the tween to complete |
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_toFrom | System.Enum | 'To' or 'From'. To means it tweens from its current to the target. From, will jump to the final and tween back towards the current. |
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_absAdd | System.Enum | 'Absolute' or 'Additive'. Absolute treats the destination as a final. Additive calculates the final as the current plus the value within the destination. |
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easeType | LeanTweenType | Forumla used to animate from start to end value. E.g. easeInOutQuad |
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loopType | LeanTweenType | If the tween is to loop (play it's duration more than once) how should it do that, clamp or pingping etc. |
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repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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stopPreviousTweens | System.Boolean | If true stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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waitUntilFinished | System.Boolean | If true, this command will halt the block until the tween is finished. |
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_toTransform | Fungus.TransformData | Rotation for the tween to match. If not set _toRotation will be used. |
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_ToRotation | Fungus.FloatData | Target rotation that the GameObject will rotate to, if no To Transform is set |
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isLocal | System.Boolean | Whether to animate in world space or relative to the parent. False by default. |
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rotateMode | System.Enum | 'PureRotate', 'LookAt2D' or 'LookAt3D'. Determines how to use the supplied rotation information. PureRotate is a simply euler/quaternion match. LookAt2D matches the euler z only. LookAt3D rotations the objects forward to point at the given direction/target. |
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_to Transform | Fungus.TransformData | Target transform that the GameObject will scale to |
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_to Scale | Fungus.Vector3Data | Target scale that the GameObject will scale to, if no To Transform is set |
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_target Object | Fungus.GameObjectData | Target game object to apply the Tween to |
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_duration | Fungus.FloatData | The time in seconds the animation will take to complete |
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_to From | Fungus.BaseLeanTweenCommand+ToFrom | Does the tween act from current TO destination or is it reversed and act FROM destination to its current |
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_abs Add | Fungus.BaseLeanTweenCommand+AbsAdd | Does the tween use the value as a target or as a delta to be added to current. |
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Ease Type | LeanTweenType | The shape of the easing curve applied to the animation |
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Loop Type | LeanTweenType | The type of loop to apply once the animation has completed |
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Repeats | System.Int32 | Number of times to repeat the tween, -1 is infinite. |
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Stop Previous Tweens | System.Boolean | Stop any previously LeanTweens on this object before adding this one. Warning; expensive. |
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Wait Until Finished | System.Boolean | Wait until the tween has finished before executing the next command |
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# StopTweens # {#StopTweens} |
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Stops the all active LeanTweens, made by fungus or otherwise, on the target GameObject |
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Stops the LeanTweens on a target GameObject |
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Defined in Fungus.StopTweensLean |
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Property | Type | Description |
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--- | --- | --- |
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_target Object | Fungus.GameObjectData | Target game object stop LeanTweens on |
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# Math commands # {#math_commands} |
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Provides a way for Fungus.FloatData to be used in conjunction with most of [Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) and more. |
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[TOC] |
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# Abs # {#Abs} |
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Sets the outValue to the be Absolute value of the inValue. |
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Command to execute and store the result of a Abs |
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Defined in Fungus.Abs |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Clamp # {#Clamp} |
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Sets the outValue to the result of a clamp of value, between lower and upper. |
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Command to contain a value between a lower and upper bound, with optional wrapping modes |
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Defined in Fungus.Clamp |
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Property | Type | Description |
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--- | --- | --- |
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mode | System.Enum | Clamp or Repeat or Pingpong. See [Repeat and Pingpong](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details. |
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lower | Fungus.FloatData | The lower bound of the clamp |
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upper | Fungus.FloatData | The upper bound of the clamp |
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value | Fungus.FloatData | The value to be clamped |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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Out Value | Fungus.FloatData | Result put here, if using pingpong don't use the same var for value as outValue. |
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# Curve # {#Curve} |
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Sets the outValue to the evaluation at inValue of the supplied animation curve. Useful for non linearly remapping values. |
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Pass a value through an AnimationCurve |
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Defined in Fungus.Curve |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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curve | Unity.AnimationCurve | See [AnimationCurve](https://docs.unity3d.com/ScriptReference/AnimationCurve.html) for more info. Defaults to a Linear 0,0, to 1,1 AnimationCurve. |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Exp # {#Exp} |
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Sets the outValue to the be Exp (e^) value of the inValue. |
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Command to execute and store the result of a Exp |
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Defined in Fungus.Exp |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Inv # {#Inv} |
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Sets the outValue to the be mutliplicative inverse of the inValue, 1 / inValue. |
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# Inverse # {#Inverse} |
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Multiplicative Inverse of a float (1/f) |
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Defined in Fungus.Inv |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# InvLerp # {#InvLerp} |
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Sets the outValue to the Calculates the inverse lerp, the percentage a value is between two others. |
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Calculates the inverse lerp, the percentage a value is between two others. |
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Defined in Fungus.InvLerp |
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Property | Type | Description |
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--- | --- | --- |
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clampResult | System.Boolean | Clamp percentage to 0-1? |
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a | Fungus.FloatData | Min of the range |
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b | Fungus.FloatData | Max of the range |
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value | Fungus.FloatData | Value to determine precentage between a and b. |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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Clamp Result | System.Boolean | Clamp percentage to 0-1? |
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# Lerp # {#Lerp} |
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Sets the outValue to the linear interpolation of a percentage between two other values. |
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Linearly Interpolate from A to B |
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Defined in Fungus.Lerp |
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Property | Type | Description |
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--- | --- | --- |
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mode | System.Enum | Lerp or LerpUnclamped or LerpAngle. See [Lerp functions in Mathf](https://docs.unity3d.com/ScriptReference/Mathf.html) for more details. |
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a | Fungus.FloatData | Min of the range, default 0. |
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b | Fungus.FloatData | Max of the range, default 1. |
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percentage | Fungus.FloatData | percentage between a and b. |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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# Log # {#Log} |
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Sets the outValue to the be Log or Ln of the inValue. |
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Command to execute and store the result of a Log |
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Defined in Fungus.Log |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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mode | System.Enum | Base10 or Natural. Base10 is the standard Log, Natural log is often seen as Ln. |
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Mode | Fungus.Log+Mode | Which log to use, natural or base 10 |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Map # {#Map} |
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Sets the outValue mapping of a value that currently exists between a set of numbers to another set of numbers. |
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E.g. a value of 5 between 0 and 10, mapped to 0-20 would result in 10. |
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Does not clamp between ranges, use a Fungus.Clamp before or after this command for that if is desired. |
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Map a value that exists in 1 range of numbers to another. |
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Defined in Fungus.Map |
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Property | Type | Description |
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--- | --- | --- |
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initialRangeLower | Fungus.FloatData | Min of the initial range, default 0. |
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initialRangeupper | Fungus.FloatData | Max of the initial range, default 1. |
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value | Fungus.FloatData | Value to be mapped from initial to new range. |
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newRangeLower | Fungus.FloatData | Min of the new target range, default 0. |
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newRangeUpper | Fungus.FloatData | Max of the new target range, default 1. |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). |
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# MinMax # {#MinMax} |
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Sets the outValue to minimum or the maximum of 2 given values. |
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Command to store the min or max of 2 values |
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Defined in Fungus.MinMax |
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Property | Type | Description |
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--- | --- | --- |
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function | System.Enum | Min or Max. |
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inLHSValue | Fungus.FloatData | lhs given to min or max function. |
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inRHSValue | Fungus.FloatData | rhs given to min or max function. |
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outValue | Fungus.FloatData | Value the result of the function min or max. |
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Function | Fungus.MinMax+Function | Min Or Max |
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# Neg # {#Neg} |
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Sets the outValue to the be addative inverse of the inValue, becomes -inValue. |
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# Negate # {#Negate} |
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Negate a float |
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Defined in Fungus.Neg |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Pow # {#Pow} |
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Sets the outValue to result of a base value rasied to an exponent. |
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E.g. 2^5 |
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2 is the base |
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5 is the exponent. |
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Raise a value to the power of another. |
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Defined in Fungus.Pow |
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Property | Type | Description |
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--- | --- | --- |
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baseValue | Fungus.FloatData | Base value. |
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exponentValue | Fungus.FloatData | Exponent value |
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outValue | Fungus.FloatData | Value the result of the pow function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Round # {#Round} |
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Sets the outValue to the Rounded result of inValue. |
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Command to execute and store the result of a Round |
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Defined in Fungus.Round |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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mode | System.Enum | Round or Floor or Ceil. Round is closest whole number, Floor is the smaller whole number, Ceil is the larger whole number. |
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Function | Fungus.Round+Mode | Mode; Round (closest), floor(smaller) or ceil(bigger). |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Sign # {#Sign} |
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Sets the outValue to the be mutliplicative sign of the inValue. -1 for negative number otherwise it is 1. |
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Command to execute and store the result of a Sign |
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Defined in Fungus.Sign |
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Property | Type | Description |
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--- | --- | --- |
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inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
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outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
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In Value | Fungus.FloatData | Value to be passed in to the function. |
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Out Value | Fungus.FloatData | Where the result of the function is stored. |
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# Sqrt # {#Sqrt} |
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Sets the outValue to the be square root of the inValue. |
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Command to execute and store the result of a Sqrt |
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Defined in Fungus.Sqrt |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
||||
outValue | Fungus.FloatData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
||||
In Value | Fungus.FloatData | Value to be passed in to the function. |
||||
Out Value | Fungus.FloatData | Where the result of the function is stored. |
||||
|
||||
# ToInt # {#ToInt} |
||||
Sets the outValue to the Rounded to Int result of inValue. |
||||
Command to execute and store the result of a float to int conversion |
||||
|
||||
Defined in Fungus.ToInt |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
||||
outValue | Fungus.IntData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
||||
mode | System.Enum | RoundToInt or FloorToInt or CeilToInt. Round is closest integer, Floor is the smaller integer, Ceil is the larger integer. |
||||
Function | Fungus.ToInt+Mode | To integer mode; round, floor or ceil. |
||||
In Value | Fungus.FloatData | Value to be passed in to the function. |
||||
Out Value | Fungus.IntegerData | Where the result of the function is stored. |
||||
|
||||
# Trig # {#Trig} |
||||
Sets the outValue to the of a trigonmetric function performed on inValue. |
||||
Command to execute and store the result of basic trigonometry |
||||
|
||||
Defined in Fungus.Trig |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
inValue | Fungus.FloatData | Value passed into the function (the right hand side). |
||||
outValue | Fungus.IntData | Value the result of the function is saved to (the left hand side). This can be the same Fungus.FloatData as the inValue. |
||||
function | System.Enum | Rad2Deg, Deg2Rad, ACos, ASin, ATan, Cos, Sin, Tan. Default is Sin. |
||||
Function | Fungus.Trig+Function | Trigonometric function to run. |
||||
In Value | Fungus.FloatData | Value to be passed in to the function. |
||||
Out Value | Fungus.FloatData | Where the result of the function is stored. |
||||
|
||||
|
@ -1,39 +1,27 @@
|
||||
# Rigidbody2D Commands # {#rigidbody2d_commands} |
||||
|
||||
Commands that interact with [UnityEngine.Rigidbody2D](https://docs.unity3d.com/ScriptReference/Rigidbody2D.html) & Fungus.Rigidbody2DVariable |
||||
# Rigidbody2D commands # {#rigidbody2d_commands} |
||||
|
||||
[TOC] |
||||
# AddTorque2D # {#AddTorque2D} |
||||
Add Torque to a Rigidbody2D. |
||||
# AddForce2D # {#AddForce2D} |
||||
Add force to a Rigidbody2D |
||||
|
||||
Defined in Fungus.AddTorque2D |
||||
Defined in Fungus.AddForce2D |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d |
||||
forceMode | Unity.ForceMode2D | Parameter given to AddTorque |
||||
force | Fungus.FloatData | Amount of torque to be added |
||||
Force | Fungus.Vector2Data | Vector of force to be added |
||||
Force Scale Factor | Fungus.FloatData | Scale factor to be applied to force as it is used. |
||||
At Position | Fungus.Vector2Data | World position the force is being applied from. Used only in AddForceAtPosition |
||||
|
||||
# AddForce2D # {#AddForce2D} |
||||
Add Force to a Rigidbody2D. |
||||
# AddTorque2D # {#AddTorque2D} |
||||
Add Torque to a Rigidbody2D |
||||
|
||||
Defined in Fungus.AddForce2D |
||||
Defined in Fungus.AddTorque2D |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d |
||||
forceMode | Unity.ForceMode2D | Parameter given to AddForce |
||||
forceFunction | System.Enum | Which variant of AddForce to use (AddForce,AddForceAtPosition,AddRelativeForce) |
||||
force | Fungus.Vector2DData | Amount of torque to be added |
||||
forceScaleFactor | Fungus.FloatData | Scale factor to be applied to force as it is used. Default 1. |
||||
atPosition | Fungus.Vector2DData | World position the force is being applied from. Used only in AddForceAtPosition |
||||
Force | Fungus.FloatData | Amount of torque to be added |
||||
|
||||
# StopMotion2D # {#StopMotion2D} |
||||
Stop motion or angularmotion or both of a rigidbody2d. |
||||
Stop velocity and angular velocity on a Rigidbody2D |
||||
|
||||
Defined in Fungus.StopMotion2D |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
rb | Fungus.Rigidbody2DData | Targeted rigidbody2d |
||||
motionToStop | System.Enum | Which motion to stop (Velocity,AngularVelocity,AngularAndLinearVelocity) |
||||
Defined in Fungus.StopMotionRigidBody2D |
||||
|
@ -1,49 +1,19 @@
|
||||
# Vector3 Commands # {#vector3_commands} |
||||
|
||||
Commands that interact with and manipulate Fungus.Vector3Variable |
||||
# Vector3 commands # {#vector3_commands} |
||||
|
||||
[TOC] |
||||
# Arithmetic # {#Arithmetic} |
||||
Vector3 add, sub, mul, div arithmetic |
||||
|
||||
Defined in Fungus.Vector3Arithmetic |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
lhs | Fungus.Vector3Data | Left hand side of the operation |
||||
rhs | Fungus.Vector3Data | Right hand side of the operation |
||||
output | Fungus.Vector3Data | Push result of operation into this variable |
||||
operation | System.Enum | Operation to perform (Add,Sub,Mul,Div) |
||||
|
||||
# Fields # {#Fields} |
||||
Get or Set the x,y,z fields of a vector3 via floatvars |
||||
|
||||
Defined in Fungus.Vector3Fields |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
getOrSet | System.Enum | Get or Set the fields of the Vector3. |
||||
vec3 | Fungus.Vector3Data | Target Vector3. |
||||
x | Fungus.FloatData | x field. |
||||
y | Fungus.FloatData | y field. |
||||
z | Fungus.FloatData | z field. |
||||
|
||||
# Normalise # {#Normalise} |
||||
Normalise a vector3, output can be the same as the input. |
||||
Normalise a Vector3 |
||||
|
||||
Defined in Fungus.Vector3Normalise |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
vec3In | Fungus.Vector3Data | Vector3 data to be normalised. |
||||
vec3Out | Fungus.Vector3Data | Vector3 to store result of normalisation. |
||||
|
||||
# ToVector2 # {#ToVector2} |
||||
Convert Fungus Vector3 to Fungus Vector2. |
||||
Convert Fungus Vector3 to Fungus Vector2 |
||||
|
||||
Defined in Fungus.Vector3ToVector2 |
||||
|
||||
Property | Type | Description |
||||
--- | --- | --- |
||||
vec3 | Fungus.Vector3Data | Vector3 data to be normalised. |
||||
vec2 | Fungus.Vector3Data | Vector2 to store result of normalisation. |
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Reference in new issue