public Projectile(
Vector3D position,
Vector3D targetPosition,
HierarchyObject3D missile,
float mass = 0f,
float lifeTime = 0f,
Action onLifeTimeExceeded = null
)
public Projectile(
Vector3D position,
Vector3D targetPosition,
HierarchyObject3D missile,
float mass = 0f,
float lifeTime = 0f,
Action onLifeTimeExceeded = null
)
Public Sub New (
position As Vector3D,
targetPosition As Vector3D,
missile As HierarchyObject3D,
Optional mass As Single = 0F,
Optional lifeTime As Single = 0F,
Optional onLifeTimeExceeded As Action = Nothing
)
Public Sub New (
position As Vector3D,
targetPosition As Vector3D,
missile As HierarchyObject3D,
Optional mass As Single = 0F,
Optional lifeTime As Single = 0F,
Optional onLifeTimeExceeded As Action = Nothing
)
public:
Projectile(
Vector3D position,
Vector3D targetPosition,
HierarchyObject3D^ missile,
float mass = 0f,
float lifeTime = 0f,
Action^ onLifeTimeExceeded = nullptr
)
public:
Projectile(
Vector3D position,
Vector3D targetPosition,
HierarchyObject3D^ missile,
float mass = 0f,
float lifeTime = 0f,
Action^ onLifeTimeExceeded = nullptr
)
new :
position : Vector3D *
targetPosition : Vector3D *
missile : HierarchyObject3D *
?mass : float32 *
?lifeTime : float32 *
?onLifeTimeExceeded : Action
(* Defaults:
let _mass = defaultArg mass 0f
let _lifeTime = defaultArg lifeTime 0f
let _onLifeTimeExceeded = defaultArg onLifeTimeExceeded null
*)
-> Projectile
new :
position : Vector3D *
targetPosition : Vector3D *
missile : HierarchyObject3D *
?mass : float32 *
?lifeTime : float32 *
?onLifeTimeExceeded : Action
(* Defaults:
let _mass = defaultArg mass 0f
let _lifeTime = defaultArg lifeTime 0f
let _onLifeTimeExceeded = defaultArg onLifeTimeExceeded null
*)
-> Projectile