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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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◆ CameraInput()
virtual void Invector.vCharacterController.vThirdPersonInput.CameraInput |
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virtual |
◆ ChangeCameraState()
virtual void Invector.vCharacterController.vThirdPersonInput.ChangeCameraState |
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string |
cameraState | ) |
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virtual |
◆ CharacterInit()
virtual IEnumerator Invector.vCharacterController.vThirdPersonInput.CharacterInit |
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protectedvirtual |
◆ CrouchInput()
virtual void Invector.vCharacterController.vThirdPersonInput.CrouchInput |
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protectedvirtual |
◆ FixedUpdate()
virtual void Invector.vCharacterController.vThirdPersonInput.FixedUpdate |
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protectedvirtual |
◆ IgnoreCameraRotation()
virtual void Invector.vCharacterController.vThirdPersonInput.IgnoreCameraRotation |
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bool |
value | ) |
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virtual |
If you're using the MoveCharacter method with a custom targetDirection, check this true to align the character with your custom targetDirection
- Parameters
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◆ InputHandle()
virtual void Invector.vCharacterController.vThirdPersonInput.InputHandle |
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protectedvirtual |
◆ JumpInput()
virtual void Invector.vCharacterController.vThirdPersonInput.JumpInput |
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protectedvirtual |
◆ LateUpdate()
virtual void Invector.vCharacterController.vThirdPersonInput.LateUpdate |
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protectedvirtual |
◆ LockCursor()
virtual void Invector.vCharacterController.vThirdPersonInput.LockCursor |
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bool |
value | ) |
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virtual |
Lock/Unlock the cursor to the center of screen
- Parameters
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◆ MoveCharacter() [1/3]
virtual void Invector.vCharacterController.vThirdPersonInput.MoveCharacter |
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Vector3 |
position, |
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bool |
rotateToDirection = true |
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) |
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virtual |
◆ MoveCharacter() [2/3]
virtual void Invector.vCharacterController.vThirdPersonInput.MoveCharacter |
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Transform |
_transform, |
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bool |
rotateToDirection = true |
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) |
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virtual |
◆ MoveCharacter() [3/3]
virtual void Invector.vCharacterController.vThirdPersonInput.MoveCharacter |
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protectedvirtual |
◆ ResetCameraState()
virtual void Invector.vCharacterController.vThirdPersonInput.ResetCameraState |
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virtual |
◆ RollInput()
virtual void Invector.vCharacterController.vThirdPersonInput.RollInput |
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protectedvirtual |
◆ RotateWithCamera()
virtual void Invector.vCharacterController.vThirdPersonInput.RotateWithCamera |
( |
Transform |
cameraTransform | ) |
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protectedvirtual |
◆ SetLockBasicInput()
virtual void Invector.vCharacterController.vThirdPersonInput.SetLockBasicInput |
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bool |
value | ) |
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virtual |
Lock all the Input from the Player
- Parameters
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◆ SetLockCameraInput()
virtual void Invector.vCharacterController.vThirdPersonInput.SetLockCameraInput |
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bool |
value | ) |
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virtual |
Lock the Camera Input
- Parameters
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◆ SetWalkByDefault()
virtual void Invector.vCharacterController.vThirdPersonInput.SetWalkByDefault |
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bool |
value | ) |
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virtual |
Limits the character to walk only, useful for cutscenes and 'indoor' areas
- Parameters
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◆ ShowCursor()
virtual void Invector.vCharacterController.vThirdPersonInput.ShowCursor |
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bool |
value | ) |
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virtual |
Show/Hide Cursor
- Parameters
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◆ SprintInput()
virtual void Invector.vCharacterController.vThirdPersonInput.SprintInput |
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protectedvirtual |
◆ Start()
virtual void Invector.vCharacterController.vThirdPersonInput.Start |
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protectedvirtual |
◆ StrafeInput()
virtual void Invector.vCharacterController.vThirdPersonInput.StrafeInput |
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protectedvirtual |
◆ Update()
virtual void Invector.vCharacterController.vThirdPersonInput.Update |
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protectedvirtual |
◆ UpdateCameraStates()
virtual void Invector.vCharacterController.vThirdPersonInput.UpdateCameraStates |
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protectedvirtual |
◆ UpdateHUD()
virtual void Invector.vCharacterController.vThirdPersonInput.UpdateHUD |
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virtual |
◆ cameraZoomInput
GenericInput Invector.vCharacterController.vThirdPersonInput.cameraZoomInput = new GenericInput("Mouse ScrollWheel", "", "") |
◆ cc
◆ changeCameraState
bool Invector.vCharacterController.vThirdPersonInput.changeCameraState |
◆ crouchInput
◆ customCameraState
string Invector.vCharacterController.vThirdPersonInput.customCameraState |
◆ customlookAtPoint
string Invector.vCharacterController.vThirdPersonInput.customlookAtPoint |
◆ horizontalInput
GenericInput Invector.vCharacterController.vThirdPersonInput.horizontalInput = new GenericInput("Horizontal", "LeftAnalogHorizontal", "Horizontal") |
◆ hud
◆ ignoreCameraRotation
bool Invector.vCharacterController.vThirdPersonInput.ignoreCameraRotation |
◆ isInit
bool Invector.vCharacterController.vThirdPersonInput.isInit |
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protected |
◆ jumpInput
◆ lockCameraInput
bool Invector.vCharacterController.vThirdPersonInput.lockCameraInput |
◆ lockInput
bool Invector.vCharacterController.vThirdPersonInput.lockInput |
◆ oldInput
Vector2 Invector.vCharacterController.vThirdPersonInput.oldInput |
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protected |
◆ OnLateUpdate
UnityEngine.Events.UnityEvent Invector.vCharacterController.vThirdPersonInput.OnLateUpdate |
◆ rollInput
◆ rotateCameraXInput
GenericInput Invector.vCharacterController.vThirdPersonInput.rotateCameraXInput = new GenericInput("Mouse X", "RightAnalogHorizontal", "Mouse X") |
◆ rotateCameraYInput
GenericInput Invector.vCharacterController.vThirdPersonInput.rotateCameraYInput = new GenericInput("Mouse Y", "RightAnalogVertical", "Mouse Y") |
◆ rotateToCameraWhileStrafe
bool Invector.vCharacterController.vThirdPersonInput.rotateToCameraWhileStrafe = true |
◆ showCursorOnStart
bool Invector.vCharacterController.vThirdPersonInput.showCursorOnStart = false |
◆ smoothCameraState
bool Invector.vCharacterController.vThirdPersonInput.smoothCameraState |
◆ sprintInput
GenericInput Invector.vCharacterController.vThirdPersonInput.sprintInput = new GenericInput("LeftShift", "LeftStickClick", "LeftStickClick") |
◆ strafeInput
GenericInput Invector.vCharacterController.vThirdPersonInput.strafeInput = new GenericInput("Tab", "RightStickClick", "RightStickClick") |
◆ tpCamera
◆ unlockCursorOnStart
bool Invector.vCharacterController.vThirdPersonInput.unlockCursorOnStart = false |
◆ updateIK
bool Invector.vCharacterController.vThirdPersonInput.updateIK = false |
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protected |
◆ verticallInput
GenericInput Invector.vCharacterController.vThirdPersonInput.verticallInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical") |
◆ animator
Animator Invector.vCharacterController.vThirdPersonInput.animator |
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get |
◆ inputDevice
InputDevice Invector.vCharacterController.vThirdPersonInput.inputDevice |
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getprotected |
◆ keepDirection
virtual bool Invector.vCharacterController.vThirdPersonInput.keepDirection |
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getset |
Set KeepDirection of the thirdpersonMotor
The documentation for this class was generated from the following file:
- ShooterCommit/Assets/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/vThirdPersonInput.cs