<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.fish.scc</name>
    </assembly>
    <members>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.ManuallyUpdate">
            <summary>
            Manually update this by calling Move() or let it always be simulated
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.ScaleAgainstWalls">
            <summary>
            If pushing against a wall, scale the velocity based on the wall's angle (False is useful for NPCs that get stuck on corners)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.TraceWidth">
            <summary>
            Width of our trace
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.TraceHeight">
            <summary>
            Height of our trace
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreTags">
            <summary>
            Which tags it should ignore
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.MaxBounces">
            <summary>
            Max amount of trace calls whenever the simulation doesn't reach its target (Slide and collide bounces)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundAcceleration">
            <summary>
            How fast you accelerate while on the ground (Units per second)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundDeceleration">
            <summary>
            How fast you decelerate while on the ground (Units per second)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.AirAcceleration">
            <summary>
            How fast you accelerate while in the air (Units per second)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.AirDeceleration">
            <summary>
            How fast you decelerate while in the air (Units per second)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreGroundSurface">
            <summary>
            Do we ignore the friction of the surface you're standing on or not?
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreZ">
            <summary>
            Is this MoveHelper meant for horizontal grounded movement? (false = For flying or noclip)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IgnoreZWhenZero">
            <summary>
            Do we ignore Z when it's near 0 (So that gravity affects you when not moving)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WallTolerance">
            <summary>
            Tolerance from a 90° surface before it's considered a wall (Ex. Tolerance 1 = Between 89° and 91° can be a wall, 0.1 = 89.9° to 90.1°)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GripFactorReduction">
            <summary>
            Player feels like it's gripping walls too much? Try more Grip Factor Reduction!
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundStickEnabled">
            <summary>
            Stick the MoveHelper to the ground (IsOnGround will default to false if disabled)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.MaxGroundAngle">
            <summary>
            How steep terrain can be for you to stand on without slipping
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundStickDistance">
            <summary>
            How far from the ground the MoveHelper is going to stick (Useful for going down stairs!)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepsEnabled">
            <summary>
            Enable steps climbing (+1 Trace call)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepHeight">
            <summary>
            How high steps can be for you to climb on
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepDepth">
            <summary>
            How deep it checks for steps (Minimum depth)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.StepTolerance">
            <summary>
            Tolerance from a 90° surface before it's considered a valid step (Ex. Tolerance 1 = Between 89° and 91° can be a step, 0.1 = 89.9° to 90.1°)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.PseudoStepsEnabled">
            <summary>
            Enable to ability to walk on a surface that's too steep if it's equal or smaller than a step (+1 Trace call when on steep terrain)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.PushEnabled">
            <summary>
            Instead of colliding with these tags the MoveHelper will be pushed away (Make sure the tags are in IgnoreTags as well!)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.PushTagsWeight">
            <summary>
            Which tags will push this MoveHelper away and with how much force (Make sure they are also included in IgnoreTags!) (+1 Trace call)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GravityEnabled">
            <summary>
            Apply gravity to this MoveHelper when not on the ground
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.UseSceneGravity">
            <summary>
            Use the scene's gravity or our own
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.UseVectorGravity">
            <summary>
            Use a Vector3 gravity instead of a single float (Use this if you want to use a custom gravity)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.Gravity">
            <summary>
            Units per second squared (Default is -850f)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.VectorGravity">
            <summary>
            Units per second squared (Default is 0f, 0f, -850f)<br/>
            Changes which way <see cref="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundStickEnabled"/> sticks to the ground
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.UnstuckEnabled">
            <summary>
            Check if the MoveHelper is stuck and try to get it to unstuck (+Trace calls if stuck)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.MaxUnstuckTries">
            <summary>
            How many trace calls it will attempt to get the MoveHelper unstuck
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WishVelocity">
            <summary>
            The simulated target velocity for our MoveHelper (Units per second, we apply Time.Delta inside)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.Velocity">
            <summary>
            The resulting velocity after the simulation is done (Units per second)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsOnGround">
            <summary>
            Is the MoveHelper currently touching the ground
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundNormal">
            <summary>
            The current ground normal you're standing on (Always Vector3.Zero if IsOnGround false)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundAngle">
            <summary>
            The current ground angle you're standing on (Always 0f if IsOnGround false)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundSurface">
            <summary>
            The current surface you're standing on
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.GroundObject">
            <summary>
            The gameobject you're currently standing on
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsPushingAgainstWall">
            <summary>
            Is the MoveHelper currently pushing against a wall
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WallNormal">
            <summary>
            The current wall normal you're pushing against (Always Vector3.Zero if IsPushingAgainstWall false)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.WallObject">
            <summary>
            The gameobject you're currently pushing on
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsSlipping">
            <summary>
            Is the MoveHelper standing on a terrain too steep to stand on (Always false if IsOnGround false)
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.IsStuck">
            <summary>
            The MoveHelper is stuck and we can't get it out
            </summary>
        </member>
        <member name="F:ShrimpleCharacterController.ShrimpleCharacterController.SkinWidth">
            <summary>
            To avoid getting stuck due to imprecision we shrink the bounds before checking and compensate for it later
            </summary>
        </member>
        <member name="P:ShrimpleCharacterController.ShrimpleCharacterController.Bounds">
            <summary>
            The bounds of this MoveHelper generated from the TraceWidth and TraceHeight
            </summary>
        </member>
        <member name="F:ShrimpleCharacterController.ShrimpleCharacterController.UnstuckTarget">
            <summary>
            If another MoveHelper moved at the same time and they're stuck, let this one know that the other already unstuck for us
            </summary>
        </member>
        <member name="M:ShrimpleCharacterController.ShrimpleCharacterController.BuildTrace(BBox,Vector3,Vector3)">
            <summary>
            Casts the current bounds from to and returns the scene trace result
            </summary>
            <param name="bounds"></param>
            <param name="from"></param>
            <param name="to"></param>
            <returns></returns>
        </member>
        <member name="M:ShrimpleCharacterController.ShrimpleCharacterController.Punch(Vector3@)">
            <summary>
            Detach the MoveHelper from the ground and launch it somewhere (Units per second)
            </summary>
            <param name="amount"></param>
        </member>
        <member name="M:ShrimpleCharacterController.ShrimpleCharacterController.Move(System.Boolean)">
            <summary>
            Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
            </summary>
            <param name="manualUpdate">Just calculate but don't update position</param>
        </member>
        <member name="M:ShrimpleCharacterController.ShrimpleCharacterController.Move(System.Single,System.Boolean)">
            <summary>
            Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
            </summary>
            <param name="delta">The time step</param>
            <param name="manualUpdate">Just calculate but don't update position</param>
        </member>
        <member name="T:ShrimpleCharacterController.ShrimpleCharacterController.MoveHelperResult">
            <summary>
            Sometimes we have to update only the position but not the velocity (Like when climbing steps or getting unstuck) so we can't have Position rely only on Velocity
            </summary>
        </member>
        <member name="M:ShrimpleCharacterController.ShrimpleCharacterController.TestPosition(Vector3,System.String)">
            <summary>
            Debug don't use
            </summary>
            <param name="position"></param>
            <param name="title"></param>
            <returns></returns>
        </member>
        <member name="M:ShrimpleCharacterController.Vector3Extensions.MoveTowards(Vector3,Vector3,System.Single)">
            <summary>
            Move a vector3 towards a goal by a fixed distance
            </summary>
            <param name="value"></param>
            <param name="target"></param>
            <param name="travelSpeed"></param>
            <returns></returns>
        </member>
        <member name="M:ShrimpleCharacterController.Vector3Extensions.ProjectAndScale(Vector3,Vector3)">
            <summary>
            Project a vector along a plane (normal) and scale it back to its original length
            </summary>
            <param name="value"></param>
            <param name="normal"></param>
            <returns></returns>
        </member>
    </members>
</doc>
