◆ BoundPoints()
Vector3 [] Invector.vCharacterController.vLockOnBehaviour.BoundPoints |
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Collider |
collider | ) |
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protected |
return 8 bound points
- Parameters
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- Returns
◆ ChangeTarget()
virtual void Invector.vCharacterController.vLockOnBehaviour.ChangeTarget |
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int |
value | ) |
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virtual |
change the current target to next target of possibles target if exist more than 1 target in list
◆ ChangeTargetRoutine()
virtual IEnumerator Invector.vCharacterController.vLockOnBehaviour.ChangeTargetRoutine |
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int |
value | ) |
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protectedvirtual |
◆ GetPossibleTargets()
List<Transform> Invector.vCharacterController.vLockOnBehaviour.GetPossibleTargets |
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| ) |
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protected |
get all possibles targets
- Returns
◆ Init()
void Invector.vCharacterController.vLockOnBehaviour.Init |
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protected |
◆ isCharacterAlive() [1/2]
virtual bool Invector.vCharacterController.vLockOnBehaviour.isCharacterAlive |
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virtual |
Check if Current target(vCharacter) is Alive
- Returns
◆ isCharacterAlive() [2/2]
virtual bool Invector.vCharacterController.vLockOnBehaviour.isCharacterAlive |
( |
Transform |
other | ) |
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virtual |
Check if target is a vCharacter Alive
- Parameters
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- Returns
◆ OnDrawGizmos()
void Invector.vCharacterController.vLockOnBehaviour.OnDrawGizmos |
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protected |
◆ OnGUI()
void Invector.vCharacterController.vLockOnBehaviour.OnGUI |
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protected |
◆ ResetLockOn()
virtual void Invector.vCharacterController.vLockOnBehaviour.ResetLockOn |
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virtual |
Reset Lock on (removing currentTarget)
◆ SetTarget()
virtual void Invector.vCharacterController.vLockOnBehaviour.SetTarget |
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protectedvirtual |
◆ SortTargets()
void Invector.vCharacterController.vLockOnBehaviour.SortTargets |
( |
ref List< Transform > |
list | ) |
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protected |
Sort the targets of possible targets by order of priority
- Parameters
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◆ UpdateLockOn()
virtual void Invector.vCharacterController.vLockOnBehaviour.UpdateLockOn |
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bool |
value | ) |
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protectedvirtual |
◆ changingTarget
bool Invector.vCharacterController.vLockOnBehaviour.changingTarget |
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protected |
◆ layerOfObstacles
LayerMask Invector.vCharacterController.vLockOnBehaviour.layerOfObstacles = 1 << 0 |
◆ range
float Invector.vCharacterController.vLockOnBehaviour.range = 10f |
◆ screenMarginX
float Invector.vCharacterController.vLockOnBehaviour.screenMarginX = 0.8f |
◆ screenMarginY
float Invector.vCharacterController.vLockOnBehaviour.screenMarginY = 0.1f |
◆ showDebug
bool Invector.vCharacterController.vLockOnBehaviour.showDebug |
◆ tagsToFind
string [] Invector.vCharacterController.vLockOnBehaviour.tagsToFind = new string[] { "Enemy" } |
◆ timeToChangeTarget
float Invector.vCharacterController.vLockOnBehaviour.timeToChangeTarget = 0.25f |
◆ allTargets
virtual List<Transform> Invector.vCharacterController.vLockOnBehaviour.allTargets |
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get |
◆ currentTarget
virtual Transform Invector.vCharacterController.vLockOnBehaviour.currentTarget |
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get |
Get current target
- Returns
The documentation for this class was generated from the following file:
- ShooterCommit/Assets/Invector-3rdPersonController/Melee Combat/Scripts/LockOn/vLockOnBehaviour.cs