Fuujuhime/Game_Data/Managed/UnityEngine.ClothModule.xml

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XML

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.ClothModule</name>
</assembly>
<member name="T:UnityEngine.Cloth">
<summary>
<para>The Cloth class provides an interface to cloth simulation physics.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.bendingStiffness">
<summary>
<para>Bending stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.capsuleColliders">
<summary>
<para>An array of CapsuleColliders which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.clothSolverFrequency">
<summary>
<para>Number of cloth solver iterations per second.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.coefficients">
<summary>
<para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.collisionMassScale">
<summary>
<para>How much to increase mass of colliding particles.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.damping">
<summary>
<para>Damp cloth motion.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enableContinuousCollision">
<summary>
<para>Enable continuous collision to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.enabled">
<summary>
<para>Is this cloth enabled?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.externalAcceleration">
<summary>
<para>A constant, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.friction">
<summary>
<para>The friction of the cloth when colliding with the character.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.normals">
<summary>
<para>The current normals of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.randomAcceleration">
<summary>
<para>A random, external acceleration applied to the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sleepThreshold">
<summary>
<para>Cloth's sleep threshold.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.sphereColliders">
<summary>
<para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.stretchingStiffness">
<summary>
<para>Stretching stiffness of the cloth.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useGravity">
<summary>
<para>Should gravity affect the cloth simulation?</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.useVirtualParticles">
<summary>
<para>Add one virtual particle per triangle to improve collision stability.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.vertices">
<summary>
<para>The current vertex positions of the cloth object.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldAccelerationScale">
<summary>
<para>How much world-space acceleration of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="P:UnityEngine.Cloth.worldVelocityScale">
<summary>
<para>How much world-space movement of the character will affect cloth vertices.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.ClearTransformMotion">
<summary>
<para>Clear the pending transform changes from affecting the cloth simulation.</para>
</summary>
</member>
<member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)">
<summary>
<para>Fade the cloth simulation in or out.</para>
</summary>
<param name="enabled">Fading enabled or not.</param>
<param name="interpolationTime"></param>
</member>
<member name="T:UnityEngine.ClothSkinningCoefficient">
<summary>
<para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance">
<summary>
<para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para>
</summary>
</member>
<member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance">
<summary>
<para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para>
</summary>
</member>
<member name="T:UnityEngine.ClothSphereColliderPair">
<summary>
<para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.first">
<summary>
<para>The first SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="P:UnityEngine.ClothSphereColliderPair.second">
<summary>
<para>The second SphereCollider of a ClothSphereColliderPair.</para>
</summary>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
<member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)">
<summary>
<para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para>
</summary>
<param name="a">The first SphereCollider of a ClothSphereColliderPair.</param>
<param name="b">The second SphereCollider of a ClothSphereColliderPair.</param>
</member>
</members>
</doc>