ActionAdventureKit 1.9.0
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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
Public Member Functions | |
override void | StartApproach (Action finished, float distance, float speed) |
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virtual void | StartApproach (Transform destination, Action finished, float distance, float speed) |
virtual void | StartApproach (Vector3 destination, Action finished, float distance, float speed) |
virtual void | StopApproach () |
override void | PropelCharacter (Vector3 value) |
override void | ApplyRootMotion (Animator animator) |
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void | Set () |
void | Set (Vector3 position, Quaternion rotation, Quaternion cameraRotation) |
override void | SetPersisted (Vector3 position, Quaternion rotation) |
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virtual Quaternion | GetOffsetRotation (float horizontal, float vertical) |
void | Initialize () |
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 | MoveCharacter (Transform transform, bool unscaled) |
quickly moves the movement to the passed transform | |
virtual void | MoveCharacter (Vector3 position, Quaternion rotation, bool unscaled) |
virtual void | PropelCharacterLocal (Vector3 value) |
void | SetPersisted (Transform transform) |
Public Attributes | |
float | RotationSpeed = 2f |
float | RotationTolerance = 1f |
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bool | EnableRootMotion |
bool | EnableRootMotionOutsideMesh |
bool | EnableRootMotionSuspended |
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PersisterBase | Persister |
float | Interval = 1f |
Transform | CameraPivot |
UnityEvent | Persisted |
Protected Member Functions | |
override void | Awake () |
override void | updateMovement () |
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override void | Update () |
override void | OnDrawGizmosSelected () |
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override void | doInitialize () |
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virtual IEnumerator | moveCharacter (Vector3 position, Quaternion rotation, bool unscaled=false) |
virtual IEnumerator | align (float target, Action finished=null, bool waitForEndOfFrame=false) |
virtual void | keepAligned (float rotation) |
Additional Inherited Members | |
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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 |
Transform | _destinationTransform |
Vector3? | _destinationPosition |
float | _speed |
float | _angularSpeed |
Action | _approachFinished |
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override bool | IsTranslationSuspended [get, set] |
override float | SpeedMultiplier [get, set] |
override Vector3 | Velocity [get] |
override bool | _isPersistenceActive [get] |
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virtual bool | _isPersistenceActive [get] |
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virtual bool | IsInitialized [get] |
virtual bool | IsTranslationSuspended [get, set] |
means that no translation should be applied by the movement | |
virtual bool | IsTranslationSuspendedApplyPhysics [get, set] |
whether to still apply physics when translation is suspended | |
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(when rolling or staggered for example) | |
virtual bool | IsControlSuspendedKeepMoving [get, set] |
whether the character should continue the movement it had when control was suspened | |
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 | SpeedMinimum [get, set] |
can be used to force the character to move forward at least by this speed for example when rolling, 0 by default, usually set as a factor 0-1 | |
virtual float | SpeedMaximum = float.MaxValue [get, set] |
can be used to limit the maximum speed to slow the character down or prevent them from sprinting different way of slowing character down from a multiplier, usually set as a factor of 0-1(-2 for sprinting) | |
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] |
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Action< Transform > | TargetChanged |
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inlineprotectedvirtual |
Reimplemented from AdventureCore.NavMeshAgentMovement.
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inlinevirtual |
Reimplemented from AdventureCore.NavMeshAgentMovement.
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inlineprotectedvirtual |
Reimplemented from AdventureCore.NavMeshAgentMovement.