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void | Set () |
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void | Set (Vector3 position, Quaternion rotation, Quaternion cameraRotation) |
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override void | SetPersisted (Vector3 position, Quaternion rotation) |
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virtual Quaternion | GetOffsetRotation (float horizontal, float vertical) |
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virtual void | SetTarget (Component component) |
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virtual void | SetTarget (Transform transform) |
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virtual void | ResetInput () |
| resets current input to the model direction(for example when coming out of an animation)
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virtual void | ResetMomentum () |
| resets the movements momentum(gravity, velocity)
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virtual void | Align (Vector3 direction) |
| quickly aligns the movement with a give direction
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virtual void | AlignToInput () |
| quickly aligns the movement with the input direction(in between rolls for example)
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virtual void | AlignToTarget () |
| quickly aligns the movement with its Target, this may be a locked on enemy or the target an AI is following
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virtual void | KeepAligned (Vector3 direction) |
| keeps the movement aligned with a give direction
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virtual void | KeepAlignedToInput () |
| keeps the movement aligned with the input direction
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virtual void | KeepAlignedToTarget () |
| keeps the movement aligned with its Target, this may be a locked on enemy or the target an AI is following
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virtual void | StartMarch () |
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virtual bool | AdvanceMarch (Vector3 a, Vector3 b, float normalizedTime, float deltaTime, float multiplier=1f) |
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virtual bool | AdvanceMarch (Vector3 target, float deltaTime, float multiplier=1f) |
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virtual void | EndMarch () |
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virtual void | TeleportCharacter (Transform transform) |
| instantly moves the character to a transform
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virtual void | TeleportCharacter (Vector3 position, Quaternion rotation) |
| instantly moves the character
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virtual void | MoveCharacter (Transform transform) |
| quickly moves the movement to the passed transform
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virtual void | MoveCharacter (Vector3 position, Quaternion rotation) |
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virtual void | PropelCharacterLocal (Vector3 value) |
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virtual void | PropelCharacter (Vector3 value) |
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virtual void | ApplyRootMotion (Animator animator) |
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void | SetPersisted (Transform transform) |
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virtual bool | _isPersistenceActive [get] |
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virtual bool | IsTranslationSuspended [get, set] |
| means that no translation should be applied by the movement
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virtual bool | IsRotationSuspended [get, set] |
| means that no rotation should be applied by the movement
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virtual bool | IsControlSuspended [get, set] |
| while this is true input will have no influence on the movement(rolling for example)
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virtual bool | IsCollisionSuspended [get, set] |
| suspends collision of the player with environment and such, for example when the player is moved through a tight crack by an animation or climbing a ladder
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virtual bool | IsPersistenceSuspended [get, set] |
| notifies the movement that its position should not be persisted(perhaps because the area is unsafe or moving)
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virtual float | SpeedMultiplier = 1f [get, set] |
| can be used to modify the movements speed from outside(for example slowed by snow or boosted by some effect)
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virtual Vector3 | MotionMultiplier = Vector3.one [get, set] |
| can be used to modify the movement from root motion from outside(may be useful when characters of different sizes use the same animation)
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virtual float | SpeedFactorForward [get, protected set] |
| how fast the character is moving forwards relative to its maximum speed
so 1 means full speed forward -0.5 is moving back at half speed and 2 could be a sprint forward
can be used as a parameter for walking animations and leaning according to speed
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virtual float | SpeedFactorSideways [get, protected set] |
| how fast the character is moving sideways relative to its maximum speed
characters may move sideways when locked on for example
1 could mean full speed right, -0.5 half speed left
can be used as a parameter for walking animations and leaning according to speed
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virtual bool | IsGrounded = true [get, protected set] |
| whether the character is currently touching the ground
useful for switching to a falling animation or to check if jumping is possible
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virtual bool | IsSprinting [get, protected set] |
| whether the character is currently sprinting
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virtual bool | IsMarching [get, protected set] |
| whether the character is currently marching
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virtual bool | IsMoved [get, protected set] |
| whether the character is currently being forced to move using MoveCharacter(Transform)
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virtual Transform | Target [get] |
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virtual bool | HasTarget [get] |
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virtual float | TargetDistance [get] |
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virtual Vector3 | TargetDirection [get] |
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virtual Vector3 | Position [get, set] |
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virtual Quaternion | Rotation [get, set] |
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virtual Vector3 | Forward [get, set] |
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virtual Vector3 | Right [get, set] |
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virtual Vector3 | Up [get, set] |
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virtual Vector3 | Direction [get] |
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virtual Vector3 | Velocity [get] |
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virtual bool | IsMoving [get] |
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virtual Transform | RotationPivot [get] |
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virtual float | AlignmentDuration [get] |
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