ActionAdventureKit 1.7.3
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a movement implementation that is built on top of the unity NavMeshAgent
meant for enemy movement, use StartApproach(Action, float) to walk to the MovementBase.Target
Public Member Functions | |
void | StartApproach (Action finished, float distance, float speed) |
void | StopApproach () |
override void | PropelCharacter (Vector3 value) |
Public Member Functions inherited from AdventureCore.MovementBasePersisted | |
void | Set () |
void | Set (Vector3 position, Quaternion rotation, Quaternion cameraRotation) |
override void | SetPersisted (Vector3 position, Quaternion rotation) |
Public Member Functions inherited from AdventureCore.MovementBase | |
virtual Quaternion | GetOffsetRotation (float horizontal, float vertical) |
virtual void | SetTarget (Component component) |
virtual void | SetTarget (Transform transform) |
virtual void | ResetInput () |
resets current input to the model direction(for example when coming out of an animation) | |
virtual void | ResetMomentum () |
resets the movements momentum(gravity, velocity) | |
virtual void | Align (Vector3 direction) |
quickly aligns the movement with a give direction | |
virtual void | AlignToInput () |
quickly aligns the movement with the input direction(in between rolls for example) | |
virtual void | AlignToTarget () |
quickly aligns the movement with its Target, this may be a locked on enemy or the target an AI is following | |
virtual void | KeepAligned (Vector3 direction) |
keeps the movement aligned with a give direction | |
virtual void | KeepAlignedToInput () |
keeps the movement aligned with the input direction | |
virtual void | KeepAlignedToTarget () |
keeps the movement aligned with its Target, this may be a locked on enemy or the target an AI is following | |
virtual void | StartMarch () |
virtual bool | AdvanceMarch (Vector3 a, Vector3 b, float normalizedTime, float deltaTime, float multiplier=1f) |
virtual bool | AdvanceMarch (Vector3 target, float deltaTime, float multiplier=1f) |
virtual void | EndMarch () |
virtual void | TeleportCharacter (Transform transform) |
instantly moves the character to a transform | |
virtual void | TeleportCharacter (Vector3 position, Quaternion rotation) |
instantly moves the character | |
virtual void | MoveCharacter (Transform transform) |
quickly moves the movement to the passed transform | |
virtual void | MoveCharacter (Vector3 position, Quaternion rotation) |
virtual void | PropelCharacterLocal (Vector3 value) |
virtual void | ApplyRootMotion (Animator animator) |
void | SetPersisted (Transform transform) |
Protected Member Functions | |
override void | Awake () |
override void | Update () |
Protected Member Functions inherited from AdventureCore.MovementBase | |
virtual IEnumerator | moveCharacter (Vector3 position, Quaternion rotation) |
virtual IEnumerator | align (float target, Action finished=null, bool waitForEndOfFrame=false) |
virtual void | keepAligned (float rotation) |
Properties | |
override bool | IsTranslationSuspended [get, set] |
override float | SpeedMultiplier [get, set] |
override Vector3 | Velocity [get] |
override bool | _isPersistenceActive [get] |
Properties inherited from AdventureCore.MovementBasePersisted | |
virtual bool | _isPersistenceActive [get] |
Properties inherited from AdventureCore.MovementBase | |
virtual bool | IsTranslationSuspended [get, set] |
means that no translation should be applied by the movement | |
virtual bool | IsRotationSuspended [get, set] |
means that no rotation should be applied by the movement | |
virtual bool | IsControlSuspended [get, set] |
while this is true input will have no influence on the movement(rolling for example) | |
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 | |
virtual bool | IsPersistenceSuspended [get, set] |
notifies the movement that its position should not be persisted(perhaps because the area is unsafe or moving) | |
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) | |
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) | |
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 | |
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 | |
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 | |
virtual bool | IsSprinting [get, protected set] |
whether the character is currently sprinting | |
virtual bool | IsMarching [get, protected set] |
whether the character is currently marching | |
virtual bool | IsMoved [get, protected set] |
whether the character is currently being forced to move using MoveCharacter(Transform) | |
virtual Transform | Target [get] |
virtual bool | HasTarget [get] |
virtual float | TargetDistance [get] |
virtual Vector3 | TargetDirection [get] |
virtual Vector3 | Position [get, set] |
virtual Quaternion | Rotation [get, set] |
virtual Vector3 | Forward [get, set] |
virtual Vector3 | Right [get, set] |
virtual Vector3 | Up [get, set] |
virtual Vector3 | Direction [get] |
virtual Vector3 | Velocity [get] |
virtual bool | IsMoving [get] |
virtual Transform | RotationPivot [get] |
virtual float | AlignmentDuration [get] |
Additional Inherited Members | |
Public Attributes inherited from AdventureCore.MovementBasePersisted | |
PersisterBase | Persister |
float | Interval = 1f |
Transform | CameraPivot |
UnityEvent | Persisted |
Static Public Attributes inherited from AdventureCore.MovementBasePersisted | |
const string | PERSISTENCE_SUB_KEY = "MOV" |
Static Protected Member Functions inherited from AdventureCore.MovementBase | |
static IEnumerator | tween (Action< float > change, Action finished, float duration, bool waitForEndOfFrame=false) |
Events inherited from AdventureCore.MovementBase | |
Action< Transform > | TargetChanged |
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inlineprotectedvirtual |
Reimplemented from AdventureCore.MovementBasePersisted.
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inlinevirtual |
Reimplemented from AdventureCore.MovementBase.
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inlineprotectedvirtual |
Reimplemented from AdventureCore.MovementBasePersisted.