Class CollisionEventData
Event data for a hit, carrying where in the world the impact happened.
public class CollisionEventData : EventData
- Inheritance
-
CollisionEventData
- Derived
- Inherited Members
Remarks
This used to carry Unity's Collision. Nothing produces one any more: an ability object
resolves its hits with an explicit swept query (AbilityObjectSweep) so they can
be lag compensated, and an area effect never had a contact to report in the first place — so
the field was null on every path that survived and PlayFXAction dereferenced it
regardless. A point and a normal are all any consumer read out of it.
Constructors
CollisionEventData(ICharacter)
Creates event data for a hit with no single impact point.
public CollisionEventData(ICharacter initiator)
Parameters
initiatorICharacterThe character initiating the event.
CollisionEventData(ICharacter, Vector3, Vector3)
Creates event data for a hit at a known point.
public CollisionEventData(ICharacter initiator, Vector3 hitPoint, Vector3 hitNormal)
Parameters
initiatorICharacterThe character initiating the event.
hitPointVector3World point of impact.
hitNormalVector3Surface normal at the impact.
Properties
HasHitPoint
True when this event knows where the impact was.
public bool HasHitPoint { get; }
Property Value
Remarks
False for a hit that has no single point — an area effect resolves a whole overlap at once — so a consumer can fall back rather than place an effect at the world origin.
HitNormal
Surface normal at HitPoint. Only meaningful when HasHitPoint is true.
public Vector3 HitNormal { get; }
Property Value
- Vector3
HitPoint
World point of impact. Only meaningful when HasHitPoint is true.
public Vector3 HitPoint { get; }
Property Value
- Vector3