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GenericInput | weakAttackInput = new GenericInput("Mouse0", "RB", "RB") |
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GenericInput | strongAttackInput = new GenericInput("Alpha1", false, "RT", true, "RT", false) |
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GenericInput | blockInput = new GenericInput("Mouse1", "LB", "LB") |
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OnUpdateEvent | onUpdateInput |
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bool | lockMeleeInput |
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bool | lockInput |
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bool | unlockCursorOnStart = false |
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bool | showCursorOnStart = false |
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GenericInput | horizontalInput = new GenericInput("Horizontal", "LeftAnalogHorizontal", "Horizontal") |
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GenericInput | verticallInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical") |
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GenericInput | jumpInput = new GenericInput("Space", "X", "X") |
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GenericInput | rollInput = new GenericInput("Q", "B", "B") |
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GenericInput | strafeInput = new GenericInput("Tab", "RightStickClick", "RightStickClick") |
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GenericInput | sprintInput = new GenericInput("LeftShift", "LeftStickClick", "LeftStickClick") |
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GenericInput | crouchInput = new GenericInput("C", "Y", "Y") |
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bool | lockCameraInput |
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bool | ignoreCameraRotation |
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bool | rotateToCameraWhileStrafe = true |
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GenericInput | rotateCameraXInput = new GenericInput("Mouse X", "RightAnalogHorizontal", "Mouse X") |
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GenericInput | rotateCameraYInput = new GenericInput("Mouse Y", "RightAnalogVertical", "Mouse Y") |
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GenericInput | cameraZoomInput = new GenericInput("Mouse ScrollWheel", "", "") |
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vCamera.vThirdPersonCamera | tpCamera |
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string | customCameraState |
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string | customlookAtPoint |
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bool | changeCameraState |
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bool | smoothCameraState |
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UnityEngine.Events.UnityEvent | OnLateUpdate |
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vThirdPersonController | cc |
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vHUDController | hud |
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◆ BlockingInput()
virtual void Invector.vCharacterController.vMeleeCombatInput.BlockingInput |
( |
| ) |
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protectedvirtual |
◆ BreakAttack()
virtual void Invector.vCharacterController.vMeleeCombatInput.BreakAttack |
( |
int |
breakAtkID | ) |
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virtual |
◆ FixedUpdate()
override void Invector.vCharacterController.vMeleeCombatInput.FixedUpdate |
( |
| ) |
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protectedvirtual |
◆ InputHandle()
override void Invector.vCharacterController.vMeleeCombatInput.InputHandle |
( |
| ) |
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protectedvirtual |
◆ MeleeAttackStaminaConditions()
virtual bool Invector.vCharacterController.vMeleeCombatInput.MeleeAttackStaminaConditions |
( |
| ) |
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protectedvirtual |
◆ MeleeStrongAttackInput()
virtual void Invector.vCharacterController.vMeleeCombatInput.MeleeStrongAttackInput |
( |
| ) |
|
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protectedvirtual |
◆ MeleeWeakAttackInput()
virtual void Invector.vCharacterController.vMeleeCombatInput.MeleeWeakAttackInput |
( |
| ) |
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protectedvirtual |
◆ OnDisableAttack()
virtual void Invector.vCharacterController.vMeleeCombatInput.OnDisableAttack |
( |
| ) |
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virtual |
◆ OnEnableAttack()
virtual void Invector.vCharacterController.vMeleeCombatInput.OnEnableAttack |
( |
| ) |
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virtual |
◆ OnReceiveAttack()
virtual void Invector.vCharacterController.vMeleeCombatInput.OnReceiveAttack |
( |
vDamage |
damage, |
|
|
vIMeleeFighter |
attacker |
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) |
| |
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virtual |
◆ OnRecoil()
virtual void Invector.vCharacterController.vMeleeCombatInput.OnRecoil |
( |
int |
recoilID | ) |
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virtual |
◆ ResetAttackTriggers()
virtual void Invector.vCharacterController.vMeleeCombatInput.ResetAttackTriggers |
( |
| ) |
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virtual |
◆ SetLockMeleeInput()
void Invector.vCharacterController.vMeleeCombatInput.SetLockMeleeInput |
( |
bool |
value | ) |
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◆ TriggerStrongAttack()
virtual void Invector.vCharacterController.vMeleeCombatInput.TriggerStrongAttack |
( |
| ) |
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virtual |
◆ TriggerWeakAttack()
virtual void Invector.vCharacterController.vMeleeCombatInput.TriggerWeakAttack |
( |
| ) |
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virtual |
◆ UpdateAttackBehaviour()
virtual void Invector.vCharacterController.vMeleeCombatInput.UpdateAttackBehaviour |
( |
| ) |
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protectedvirtual |
◆ UpdateMeleeAnimations()
virtual void Invector.vCharacterController.vMeleeCombatInput.UpdateMeleeAnimations |
( |
| ) |
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protectedvirtual |
◆ blockInput
◆ 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
◆ character
virtual vICharacter Invector.vCharacterController.vMeleeCombatInput.character |
|
get |
◆ isArmed
bool Invector.vCharacterController.vMeleeCombatInput.isArmed |
|
get |
◆ isAttacking
bool Invector.vCharacterController.vMeleeCombatInput.isAttacking |
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getprotected set |
◆ isBlocking
bool Invector.vCharacterController.vMeleeCombatInput.isBlocking |
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getprotected set |
◆ lockInventory
virtual bool Invector.vCharacterController.vMeleeCombatInput.lockInventory |
|
get |
◆ MeleeAttackConditions
virtual bool Invector.vCharacterController.vMeleeCombatInput.MeleeAttackConditions |
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getprotected |
The documentation for this class was generated from the following file:
- ShooterCommit/Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterController/vMeleeCombatInput.cs