Shooter Template  1.2.3
Classes | Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Invector.vCharacterController.vLockOn Class Reference
Inheritance diagram for Invector.vCharacterController.vLockOn:
Invector.vCharacterController.vLockOnBehaviour Invector.vMonoBehaviour Invector.vShooter.vLockOnShooter

Classes

class  LockOnEvent
 

Public Member Functions

virtual void StopLockOn ()
 
virtual void NextTarget ()
 
virtual void PreviousTarget ()
 
- Public Member Functions inherited from Invector.vCharacterController.vLockOnBehaviour
virtual void ChangeTarget (int value)
 change the current target to next target of possibles target if exist more than 1 target in list More...
 
virtual bool isCharacterAlive ()
 Check if Current target(vCharacter) is Alive More...
 
virtual bool isCharacterAlive (Transform other)
 Check if target is a vCharacter Alive More...
 
virtual void ResetLockOn ()
 Reset Lock on (removing currentTarget) More...
 

Public Attributes

bool strafeWhileLockOn = true
 
RectTransform aimImagePrefab
 
Vector2 aimImageSize = new Vector2(30, 30)
 
bool hideSprite = true
 
float spriteHeight = 0.25f
 
float cameraHeightOffset
 
GenericInput lockOnInput = new GenericInput("Tab", "RightStickClick", "RightStickClick")
 
GenericInput nexTargetInput = new GenericInput("X", false, false, "RightAnalogHorizontal", true, false, "X", false, false)
 
GenericInput previousTargetInput = new GenericInput("Z", false, false, "RightAnalogHorizontal", true, true, "Z", false, false)
 
LockOnEvent onLockOnTarget
 
LockOnEvent onUnLockOnTarget
 
- Public Attributes inherited from Invector.vCharacterController.vLockOnBehaviour
string [] tagsToFind = new string[] { "Enemy" }
 
LayerMask layerOfObstacles = 1 << 0
 
float screenMarginX = 0.8f
 
float screenMarginY = 0.1f
 
float range = 10f
 
bool showDebug
 
float timeToChangeTarget = 0.25f
 

Protected Member Functions

virtual void Start ()
 
virtual void UpdateLockOn (vMeleeCombatInput tpInput)
 
virtual void LockOnInput ()
 
override void SetTarget ()
 
virtual void SwitchTargetsInput ()
 
virtual void CheckForCharacterAlive ()
 
virtual void LockOn (bool value)
 
virtual void UpdateAimImage ()
 
- Protected Member Functions inherited from Invector.vCharacterController.vLockOnBehaviour
virtual void UpdateLockOn (bool value)
 
virtual IEnumerator ChangeTargetRoutine (int value)
 
void OnGUI ()
 Draw GUI of Rect More...
 
void Init ()
 Init the properts More...
 
void OnDrawGizmos ()
 Draw the range gizmo More...
 
List< Transform > GetPossibleTargets ()
 get all possibles targets More...
 
void SortTargets (ref List< Transform > list)
 Sort the targets of possible targets by order of priority More...
 
Vector3 [] BoundPoints (Collider collider)
 return 8 bound points More...
 

Protected Attributes

bool inTarget
 
vMeleeCombatInput tpInput
 
- Protected Attributes inherited from Invector.vCharacterController.vLockOnBehaviour
bool changingTarget
 

Properties

Canvas aimCanvas [get]
 
RectTransform aimImage [get]
 
- Properties inherited from Invector.vCharacterController.vLockOnBehaviour
virtual Transform currentTarget [get]
 Get current target More...
 
virtual List< Transform > allTargets [get]
 Get all target possibles More...
 

Member Function Documentation

◆ CheckForCharacterAlive()

virtual void Invector.vCharacterController.vLockOn.CheckForCharacterAlive ( )
protectedvirtual

◆ LockOn()

virtual void Invector.vCharacterController.vLockOn.LockOn ( bool  value)
protectedvirtual

◆ LockOnInput()

virtual void Invector.vCharacterController.vLockOn.LockOnInput ( )
protectedvirtual

◆ NextTarget()

virtual void Invector.vCharacterController.vLockOn.NextTarget ( )
virtual

◆ PreviousTarget()

virtual void Invector.vCharacterController.vLockOn.PreviousTarget ( )
virtual

◆ SetTarget()

override void Invector.vCharacterController.vLockOn.SetTarget ( )
protectedvirtual

◆ Start()

virtual void Invector.vCharacterController.vLockOn.Start ( )
protectedvirtual

◆ StopLockOn()

virtual void Invector.vCharacterController.vLockOn.StopLockOn ( )
virtual

◆ SwitchTargetsInput()

virtual void Invector.vCharacterController.vLockOn.SwitchTargetsInput ( )
protectedvirtual

◆ UpdateAimImage()

virtual void Invector.vCharacterController.vLockOn.UpdateAimImage ( )
protectedvirtual

◆ UpdateLockOn()

virtual void Invector.vCharacterController.vLockOn.UpdateLockOn ( vMeleeCombatInput  tpInput)
protectedvirtual

Member Data Documentation

◆ aimImagePrefab

RectTransform Invector.vCharacterController.vLockOn.aimImagePrefab

◆ aimImageSize

Vector2 Invector.vCharacterController.vLockOn.aimImageSize = new Vector2(30, 30)

◆ cameraHeightOffset

float Invector.vCharacterController.vLockOn.cameraHeightOffset

◆ hideSprite

bool Invector.vCharacterController.vLockOn.hideSprite = true

◆ inTarget

bool Invector.vCharacterController.vLockOn.inTarget
protected

◆ lockOnInput

GenericInput Invector.vCharacterController.vLockOn.lockOnInput = new GenericInput("Tab", "RightStickClick", "RightStickClick")

◆ nexTargetInput

GenericInput Invector.vCharacterController.vLockOn.nexTargetInput = new GenericInput("X", false, false, "RightAnalogHorizontal", true, false, "X", false, false)

◆ onLockOnTarget

LockOnEvent Invector.vCharacterController.vLockOn.onLockOnTarget

◆ onUnLockOnTarget

LockOnEvent Invector.vCharacterController.vLockOn.onUnLockOnTarget

◆ previousTargetInput

GenericInput Invector.vCharacterController.vLockOn.previousTargetInput = new GenericInput("Z", false, false, "RightAnalogHorizontal", true, true, "Z", false, false)

◆ spriteHeight

float Invector.vCharacterController.vLockOn.spriteHeight = 0.25f

◆ strafeWhileLockOn

bool Invector.vCharacterController.vLockOn.strafeWhileLockOn = true

◆ tpInput

vMeleeCombatInput Invector.vCharacterController.vLockOn.tpInput
protected

Property Documentation

◆ aimCanvas

Canvas Invector.vCharacterController.vLockOn.aimCanvas
get

◆ aimImage

RectTransform Invector.vCharacterController.vLockOn.aimImage
get

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