public ApplyLocalForce ( float angularForce ) : void | ||
angularForce | float | |
return | void |
public void ApplyLocalForce(float angularForce)
{
MathF.CheckValidValue(angularForce);
if (this.body == null) return;
if (Scene.PhysicsFixedTime) angularForce *= Time.TimeMult;
this.body.ApplyTorque(angularForce / Time.SPFMult);
}
RigidBody::ApplyLocalForce ( System.Vector2 force ) : void | |
RigidBody::ApplyLocalForce ( System.Vector2 force, System.Vector2 applyAt ) : void |