using System.Runtime.CompilerServices; namespace UnityEngine { public class PhysicMaterial : Object { public extern float dynamicFriction { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern float staticFriction { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern float bouncyness { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern Vector3 frictionDirection2 { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern float dynamicFriction2 { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern float staticFriction2 { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern PhysicMaterialCombine frictionCombine { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern PhysicMaterialCombine bounceCombine { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public Vector3 frictionDirection { get { return frictionDirection2; } set { frictionDirection2 = value; } } public PhysicMaterial() { Internal_CreateDynamicsMaterial(null); } public PhysicMaterial(string name) { Internal_CreateDynamicsMaterial(name); } [MethodImpl(MethodImplOptions.InternalCall)] private extern void Internal_CreateDynamicsMaterial(string name); } }