Shooter Template  1.2.3
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Invector.vCharacterController.vMeleeCombatInput Class Reference
Inheritance diagram for Invector.vCharacterController.vMeleeCombatInput:
Invector.vCharacterController.vThirdPersonInput Invector.vEventSystems.vIMeleeFighter Invector.vMonoBehaviour Invector.vEventSystems.vIAttackReceiver Invector.vEventSystems.vIAttackListener Invector.vShooter.vShooterMeleeInput Invector.vCharacterController.TopDownShooter.vTopDownShooterInput Invector.vCharacterController.v2_5D.v2_5DShooterInput

Classes

class  OnUpdateEvent
 

Public Member Functions

void SetLockMeleeInput (bool value)
 
virtual void TriggerWeakAttack ()
 
virtual void TriggerStrongAttack ()
 
virtual void OnEnableAttack ()
 
virtual void OnDisableAttack ()
 
virtual void ResetAttackTriggers ()
 
virtual void BreakAttack (int breakAtkID)
 
virtual void OnRecoil (int recoilID)
 
virtual void OnReceiveAttack (vDamage damage, vIMeleeFighter attacker)
 
- Public Member Functions inherited from Invector.vCharacterController.vThirdPersonInput
virtual void SetLockBasicInput (bool value)
 Lock all the Input from the Player More...
 
virtual void ShowCursor (bool value)
 Show/Hide Cursor More...
 
virtual void LockCursor (bool value)
 Lock/Unlock the cursor to the center of screen More...
 
virtual void SetLockCameraInput (bool value)
 Lock the Camera Input More...
 
virtual void IgnoreCameraRotation (bool value)
 If you're using the MoveCharacter method with a custom targetDirection, check this true to align the character with your custom targetDirection More...
 
virtual void SetWalkByDefault (bool value)
 Limits the character to walk only, useful for cutscenes and 'indoor' areas More...
 
virtual void MoveCharacter (Vector3 position, bool rotateToDirection=true)
 
virtual void MoveCharacter (Transform _transform, bool rotateToDirection=true)
 
virtual void CameraInput ()
 
virtual void ChangeCameraState (string cameraState)
 
virtual void ResetCameraState ()
 
virtual void UpdateHUD ()
 

Public Attributes

GenericInput weakAttackInput = new GenericInput("Mouse0", "RB", "RB")
 
GenericInput strongAttackInput = new GenericInput("Alpha1", false, "RT", true, "RT", false)
 
GenericInput blockInput = new GenericInput("Mouse1", "LB", "LB")
 
OnUpdateEvent onUpdateInput
 
bool lockMeleeInput
 
- Public Attributes inherited from Invector.vCharacterController.vThirdPersonInput
bool lockInput
 
bool unlockCursorOnStart = false
 
bool showCursorOnStart = false
 
GenericInput horizontalInput = new GenericInput("Horizontal", "LeftAnalogHorizontal", "Horizontal")
 
GenericInput verticallInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical")
 
GenericInput jumpInput = new GenericInput("Space", "X", "X")
 
GenericInput rollInput = new GenericInput("Q", "B", "B")
 
GenericInput strafeInput = new GenericInput("Tab", "RightStickClick", "RightStickClick")
 
GenericInput sprintInput = new GenericInput("LeftShift", "LeftStickClick", "LeftStickClick")
 
GenericInput crouchInput = new GenericInput("C", "Y", "Y")
 
bool lockCameraInput
 
bool ignoreCameraRotation
 
bool rotateToCameraWhileStrafe = true
 
GenericInput rotateCameraXInput = new GenericInput("Mouse X", "RightAnalogHorizontal", "Mouse X")
 
GenericInput rotateCameraYInput = new GenericInput("Mouse Y", "RightAnalogVertical", "Mouse Y")
 
GenericInput cameraZoomInput = new GenericInput("Mouse ScrollWheel", "", "")
 
vCamera.vThirdPersonCamera tpCamera
 
string customCameraState
 
string customlookAtPoint
 
bool changeCameraState
 
bool smoothCameraState
 
UnityEngine.Events.UnityEvent OnLateUpdate
 
vThirdPersonController cc
 
vHUDController hud
 

Protected Member Functions

override void FixedUpdate ()
 
override void InputHandle ()
 
virtual void MeleeWeakAttackInput ()
 WEAK ATK INPUT More...
 
virtual void MeleeStrongAttackInput ()
 STRONG ATK INPUT More...
 
virtual void BlockingInput ()
 BLOCK INPUT More...
 
virtual bool MeleeAttackStaminaConditions ()
 
virtual void UpdateMeleeAnimations ()
 
virtual void UpdateAttackBehaviour ()
 
- Protected Member Functions inherited from Invector.vCharacterController.vThirdPersonInput
virtual void Start ()
 
virtual IEnumerator CharacterInit ()
 
virtual void LateUpdate ()
 
virtual void Update ()
 
virtual void MoveCharacter ()
 
virtual void StrafeInput ()
 
virtual void SprintInput ()
 
virtual void CrouchInput ()
 
virtual void JumpInput ()
 
virtual void RollInput ()
 
virtual void UpdateCameraStates ()
 
virtual void RotateWithCamera (Transform cameraTransform)
 

Protected Attributes

vMeleeManager meleeManager
 
- Protected Attributes inherited from Invector.vCharacterController.vThirdPersonInput
Vector2 oldInput
 
bool updateIK = false
 
bool isInit
 

Properties

bool isAttacking [get, protected set]
 
bool isBlocking [get, protected set]
 
bool isArmed [get]
 
virtual bool lockInventory [get]
 
virtual bool MeleeAttackConditions [get]
 
virtual vICharacter character [get]
 
- Properties inherited from Invector.vCharacterController.vThirdPersonInput
InputDevice inputDevice [get]
 
Animator animator [get]
 
virtual bool keepDirection [get, set]
 
- Properties inherited from Invector.vEventSystems.vIMeleeFighter
bool isAttacking [get]
 
bool isArmed [get]
 
bool isBlocking [get]
 
Transform transform [get]
 
GameObject gameObject [get]
 
vCharacterController.vICharacter character [get]
 

Member Function Documentation

◆ BlockingInput()

virtual void Invector.vCharacterController.vMeleeCombatInput.BlockingInput ( )
protectedvirtual

BLOCK INPUT

Reimplemented in Invector.vShooter.vShooterMeleeInput.

◆ BreakAttack()

virtual void Invector.vCharacterController.vMeleeCombatInput.BreakAttack ( int  breakAtkID)
virtual

◆ FixedUpdate()

override void Invector.vCharacterController.vMeleeCombatInput.FixedUpdate ( )
protectedvirtual

◆ InputHandle()

override void Invector.vCharacterController.vMeleeCombatInput.InputHandle ( )
protectedvirtual

◆ MeleeAttackStaminaConditions()

virtual bool Invector.vCharacterController.vMeleeCombatInput.MeleeAttackStaminaConditions ( )
protectedvirtual

◆ MeleeStrongAttackInput()

virtual void Invector.vCharacterController.vMeleeCombatInput.MeleeStrongAttackInput ( )
protectedvirtual

STRONG ATK INPUT

◆ MeleeWeakAttackInput()

virtual void Invector.vCharacterController.vMeleeCombatInput.MeleeWeakAttackInput ( )
protectedvirtual

WEAK ATK INPUT

◆ OnDisableAttack()

virtual void Invector.vCharacterController.vMeleeCombatInput.OnDisableAttack ( )
virtual

◆ OnEnableAttack()

virtual void Invector.vCharacterController.vMeleeCombatInput.OnEnableAttack ( )
virtual

◆ OnReceiveAttack()

virtual void Invector.vCharacterController.vMeleeCombatInput.OnReceiveAttack ( vDamage  damage,
vIMeleeFighter  attacker 
)
virtual

◆ OnRecoil()

virtual void Invector.vCharacterController.vMeleeCombatInput.OnRecoil ( int  recoilID)
virtual

◆ ResetAttackTriggers()

virtual void Invector.vCharacterController.vMeleeCombatInput.ResetAttackTriggers ( )
virtual

◆ SetLockMeleeInput()

void Invector.vCharacterController.vMeleeCombatInput.SetLockMeleeInput ( bool  value)

◆ TriggerStrongAttack()

virtual void Invector.vCharacterController.vMeleeCombatInput.TriggerStrongAttack ( )
virtual

◆ TriggerWeakAttack()

virtual void Invector.vCharacterController.vMeleeCombatInput.TriggerWeakAttack ( )
virtual

◆ UpdateAttackBehaviour()

virtual void Invector.vCharacterController.vMeleeCombatInput.UpdateAttackBehaviour ( )
protectedvirtual

◆ UpdateMeleeAnimations()

virtual void Invector.vCharacterController.vMeleeCombatInput.UpdateMeleeAnimations ( )
protectedvirtual

Member Data Documentation

◆ blockInput

GenericInput Invector.vCharacterController.vMeleeCombatInput.blockInput = new GenericInput("Mouse1", "LB", "LB")

◆ lockMeleeInput

bool Invector.vCharacterController.vMeleeCombatInput.lockMeleeInput

◆ meleeManager

vMeleeManager Invector.vCharacterController.vMeleeCombatInput.meleeManager
protected

◆ onUpdateInput

OnUpdateEvent Invector.vCharacterController.vMeleeCombatInput.onUpdateInput

◆ strongAttackInput

GenericInput Invector.vCharacterController.vMeleeCombatInput.strongAttackInput = new GenericInput("Alpha1", false, "RT", true, "RT", false)

◆ weakAttackInput

GenericInput Invector.vCharacterController.vMeleeCombatInput.weakAttackInput = new GenericInput("Mouse0", "RB", "RB")

Property Documentation

◆ character

virtual vICharacter Invector.vCharacterController.vMeleeCombatInput.character
get

◆ isArmed

bool Invector.vCharacterController.vMeleeCombatInput.isArmed
get

◆ isAttacking

bool Invector.vCharacterController.vMeleeCombatInput.isAttacking
getprotected set

◆ isBlocking

bool Invector.vCharacterController.vMeleeCombatInput.isBlocking
getprotected set

◆ lockInventory

virtual bool Invector.vCharacterController.vMeleeCombatInput.lockInventory
get

◆ MeleeAttackConditions

virtual bool Invector.vCharacterController.vMeleeCombatInput.MeleeAttackConditions
getprotected

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