◆ IgnoreHeadTrack()
virtual bool Invector.vCharacterController.vHeadTrack.IgnoreHeadTrack |
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| ) |
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virtual |
◆ OnDetect()
virtual void Invector.vCharacterController.vHeadTrack.OnDetect |
( |
Collider |
other | ) |
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virtual |
◆ OnLost()
virtual void Invector.vCharacterController.vHeadTrack.OnLost |
( |
Collider |
other | ) |
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virtual |
◆ RemoveLookTarget() [1/2]
virtual void Invector.vCharacterController.vHeadTrack.RemoveLookTarget |
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vLookTarget |
target | ) |
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virtual |
◆ RemoveLookTarget() [2/2]
virtual void Invector.vCharacterController.vHeadTrack.RemoveLookTarget |
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Transform |
target | ) |
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virtual |
◆ SetLookAtPosition()
virtual void Invector.vCharacterController.vHeadTrack.SetLookAtPosition |
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Vector3 |
point, |
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float |
strafeHeadWeight, |
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float |
spineWeight |
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) |
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virtual |
◆ SetLookTarget() [1/2]
virtual void Invector.vCharacterController.vHeadTrack.SetLookTarget |
( |
vLookTarget |
target, |
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bool |
priority = false |
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) |
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virtual |
◆ SetLookTarget() [2/2]
virtual void Invector.vCharacterController.vHeadTrack.SetLookTarget |
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Transform |
target | ) |
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virtual |
Set Simple target
- Parameters
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◆ SetTemporaryLookPoint()
virtual void Invector.vCharacterController.vHeadTrack.SetTemporaryLookPoint |
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Vector3 |
point, |
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float |
time = 1f |
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) |
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virtual |
Set a temporary look point to headtrack
- Parameters
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point | look point |
time | time to stay looking |
◆ UpdateHeadTrack()
virtual void Invector.vCharacterController.vHeadTrack.UpdateHeadTrack |
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virtual |
◆ 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
◆ 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:
- ShooterCommit/Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/HeadTrack/Scripts/vHeadTrack.cs