variation on nav mesh movement that uses root motion and manual rotation instead of letting the agent steer
the movement rotates itself until it points towards the target
to move forward the SpeedFactor value is set and root motion from the animator is applied
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override void | StartApproach (Action finished, float distance, float speed) |
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override void | ApplyRootMotion (Animator animator) |
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virtual void | StopApproach () |
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override void | PropelCharacter (Vector3 value) |
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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 | MoveCharacter (Transform transform, bool unscaled) |
| quickly moves the movement to the passed transform
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virtual void | MoveCharacter (Vector3 position, Quaternion rotation, bool unscaled) |
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virtual void | PropelCharacterLocal (Vector3 value) |
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void | SetPersisted (Transform transform) |
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const string | PERSISTENCE_SUB_KEY = "MOV" |
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static IEnumerator | tween (Action< float > change, Action finished, float duration, bool waitForEndOfFrame=false, bool unscaled=false) |
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NavMeshAgent | _agent |
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float | _speed |
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float | _angularSpeed |
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Action | _approachFinished |
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override bool | IsTranslationSuspended [get, set] |
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override float | SpeedMultiplier [get, set] |
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override Vector3 | Velocity [get] |
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override bool | _isPersistenceActive [get] |
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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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Action< Transform > | TargetChanged |
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