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bool | strafeWhileLockOn = true |
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RectTransform | aimImagePrefab |
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Vector2 | aimImageSize = new Vector2(30, 30) |
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bool | hideSprite = true |
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float | spriteHeight = 0.25f |
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float | cameraHeightOffset |
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GenericInput | lockOnInput = new GenericInput("Tab", "RightStickClick", "RightStickClick") |
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GenericInput | nexTargetInput = new GenericInput("X", false, false, "RightAnalogHorizontal", true, false, "X", false, false) |
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GenericInput | previousTargetInput = new GenericInput("Z", false, false, "RightAnalogHorizontal", true, true, "Z", false, false) |
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LockOnEvent | onLockOnTarget |
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LockOnEvent | onUnLockOnTarget |
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string [] | tagsToFind = new string[] { "Enemy" } |
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LayerMask | layerOfObstacles = 1 << 0 |
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float | screenMarginX = 0.8f |
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float | screenMarginY = 0.1f |
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float | range = 10f |
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bool | showDebug |
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float | timeToChangeTarget = 0.25f |
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◆ CheckForCharacterAlive()
virtual void Invector.vCharacterController.vLockOn.CheckForCharacterAlive |
( |
| ) |
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protectedvirtual |
◆ LockOn()
virtual void Invector.vCharacterController.vLockOn.LockOn |
( |
bool |
value | ) |
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protectedvirtual |
◆ LockOnInput()
virtual void Invector.vCharacterController.vLockOn.LockOnInput |
( |
| ) |
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protectedvirtual |
◆ NextTarget()
virtual void Invector.vCharacterController.vLockOn.NextTarget |
( |
| ) |
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virtual |
◆ PreviousTarget()
virtual void Invector.vCharacterController.vLockOn.PreviousTarget |
( |
| ) |
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virtual |
◆ SetTarget()
override void Invector.vCharacterController.vLockOn.SetTarget |
( |
| ) |
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protectedvirtual |
◆ Start()
virtual void Invector.vCharacterController.vLockOn.Start |
( |
| ) |
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protectedvirtual |
◆ StopLockOn()
virtual void Invector.vCharacterController.vLockOn.StopLockOn |
( |
| ) |
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virtual |
◆ SwitchTargetsInput()
virtual void Invector.vCharacterController.vLockOn.SwitchTargetsInput |
( |
| ) |
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protectedvirtual |
◆ UpdateAimImage()
virtual void Invector.vCharacterController.vLockOn.UpdateAimImage |
( |
| ) |
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protectedvirtual |
◆ UpdateLockOn()
virtual void Invector.vCharacterController.vLockOn.UpdateLockOn |
( |
vMeleeCombatInput |
tpInput | ) |
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protectedvirtual |
◆ 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 |
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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
◆ aimCanvas
Canvas Invector.vCharacterController.vLockOn.aimCanvas |
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get |
◆ aimImage
RectTransform Invector.vCharacterController.vLockOn.aimImage |
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get |
The documentation for this class was generated from the following file:
- ShooterCommit/Assets/Invector-3rdPersonController/Melee Combat/Scripts/LockOn/vLockOn.cs