Shooter Template  1.2.3
Public Member Functions | Public Attributes | Protected Attributes | List of all members
Invector.vCharacterController.vHeadTrack Class Reference
Inheritance diagram for Invector.vCharacterController.vHeadTrack:

Public Member Functions

virtual void UpdateHeadTrack ()
 
virtual void SetLookAtPosition (Vector3 point, float strafeHeadWeight, float spineWeight)
 
virtual void SetLookTarget (vLookTarget target, bool priority=false)
 Set vLookTarget More...
 
virtual void SetLookTarget (Transform target)
 Set Simple target More...
 
virtual void SetTemporaryLookPoint (Vector3 point, float time=1f)
 Set a temporary look point to headtrack
More...
 
virtual void RemoveLookTarget (vLookTarget target)
 
virtual void RemoveLookTarget (Transform target)
 
virtual void OnDetect (Collider other)
 
virtual void OnLost (Collider other)
 
virtual bool IgnoreHeadTrack ()
 

Public Attributes

float minAngleX = -90f
 
Transform head
 
float strafeHeadWeight = 0.8f
 
float strafeBodyWeight = 0.8f
 
float freeHeadWeight = 1f
 
float freeBodyWeight = 0.4f
 
float distanceToDetect = 10f
 
float smooth = 12f
 
float updateTargetInteration = 1
 
LayerMask obstacleLayer = 1 << 0
 
List< string > tagsToDetect = new List<string>() { "LookAt" }
 
List< string > animatorTags = new List<string>() { "Attack", "LockMovement", "CustomAction" }
 
bool followCamera = true
 
bool awaysFollowCamera = false
 
bool useLimitAngle = true
 
bool useUnityAnimatorIK = false
 
Vector2 offsetSpine
 

Protected Attributes

List< vLookTargettargetsInArea = new List<vLookTarget>()
 

Member Function Documentation

◆ IgnoreHeadTrack()

virtual bool Invector.vCharacterController.vHeadTrack.IgnoreHeadTrack ( )
virtual

◆ OnDetect()

virtual void Invector.vCharacterController.vHeadTrack.OnDetect ( Collider  other)
virtual

◆ OnLost()

virtual void Invector.vCharacterController.vHeadTrack.OnLost ( Collider  other)
virtual

◆ RemoveLookTarget() [1/2]

virtual void Invector.vCharacterController.vHeadTrack.RemoveLookTarget ( vLookTarget  target)
virtual

◆ RemoveLookTarget() [2/2]

virtual void Invector.vCharacterController.vHeadTrack.RemoveLookTarget ( Transform  target)
virtual

◆ SetLookAtPosition()

virtual void Invector.vCharacterController.vHeadTrack.SetLookAtPosition ( Vector3  point,
float  strafeHeadWeight,
float  spineWeight 
)
virtual

◆ SetLookTarget() [1/2]

virtual void Invector.vCharacterController.vHeadTrack.SetLookTarget ( vLookTarget  target,
bool  priority = false 
)
virtual

Set vLookTarget

Parameters
target

◆ SetLookTarget() [2/2]

virtual void Invector.vCharacterController.vHeadTrack.SetLookTarget ( Transform  target)
virtual

Set Simple target

Parameters
target

◆ SetTemporaryLookPoint()

virtual void Invector.vCharacterController.vHeadTrack.SetTemporaryLookPoint ( Vector3  point,
float  time = 1f 
)
virtual

Set a temporary look point to headtrack

Parameters
pointlook point
timetime to stay looking

◆ UpdateHeadTrack()

virtual void Invector.vCharacterController.vHeadTrack.UpdateHeadTrack ( )
virtual

Member Data Documentation

◆ animatorTags

List<string> Invector.vCharacterController.vHeadTrack.animatorTags = new List<string>() { "Attack", "LockMovement", "CustomAction" }

◆ awaysFollowCamera

bool Invector.vCharacterController.vHeadTrack.awaysFollowCamera = false

◆ distanceToDetect

float Invector.vCharacterController.vHeadTrack.distanceToDetect = 10f

◆ followCamera

bool Invector.vCharacterController.vHeadTrack.followCamera = true

◆ freeBodyWeight

float Invector.vCharacterController.vHeadTrack.freeBodyWeight = 0.4f

◆ freeHeadWeight

float Invector.vCharacterController.vHeadTrack.freeHeadWeight = 1f

◆ head

Transform Invector.vCharacterController.vHeadTrack.head

◆ minAngleX

float Invector.vCharacterController.vHeadTrack.minAngleX = -90f

◆ obstacleLayer

LayerMask Invector.vCharacterController.vHeadTrack.obstacleLayer = 1 << 0

◆ offsetSpine

Vector2 Invector.vCharacterController.vHeadTrack.offsetSpine

◆ smooth

float Invector.vCharacterController.vHeadTrack.smooth = 12f

◆ strafeBodyWeight

float Invector.vCharacterController.vHeadTrack.strafeBodyWeight = 0.8f

◆ strafeHeadWeight

float Invector.vCharacterController.vHeadTrack.strafeHeadWeight = 0.8f

◆ tagsToDetect

List<string> Invector.vCharacterController.vHeadTrack.tagsToDetect = new List<string>() { "LookAt" }

◆ targetsInArea

List<vLookTarget> Invector.vCharacterController.vHeadTrack.targetsInArea = new List<vLookTarget>()
protected

◆ updateTargetInteration

float Invector.vCharacterController.vHeadTrack.updateTargetInteration = 1

◆ useLimitAngle

bool Invector.vCharacterController.vHeadTrack.useLimitAngle = true

◆ useUnityAnimatorIK

bool Invector.vCharacterController.vHeadTrack.useUnityAnimatorIK = false

The documentation for this class was generated from the following file: