public void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius) { ForceMode mode = ForceMode.Force; float upwardsModifier = 0.0f; Rigidbody.INTERNAL_CALL_AddExplosionForce(this, explosionForce, ref explosionPosition, explosionRadius, upwardsModifier, mode); }
/// <summary> /// <para>Applies a force to a rigidbody that simulates explosion effects.</para> /// </summary> /// <param name="explosionForce">The force of the explosion (which may be modified by distance).</param> /// <param name="explosionPosition">The centre of the sphere within which the explosion has its effect.</param> /// <param name="explosionRadius">The radius of the sphere within which the explosion has its effect.</param> /// <param name="upwardsModifier">Adjustment to the apparent position of the explosion to make it seem to lift objects.</param> /// <param name="mode">The method used to apply the force to its targets.</param> public void AddExplosionForce(float explosionForce, Vector3 explosionPosition, float explosionRadius, [DefaultValue("0.0F")] float upwardsModifier, [DefaultValue("ForceMode.Force")] ForceMode mode) { Rigidbody.INTERNAL_CALL_AddExplosionForce(this, explosionForce, ref explosionPosition, explosionRadius, upwardsModifier, mode); }