Shooter Template  1.2.3
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Invector.vCharacterController.vThirdPersonInput Class Reference
Inheritance diagram for Invector.vCharacterController.vThirdPersonInput:
Invector.vMonoBehaviour Invector.vCharacterController.ClickToMove.vClickToMoveInput Invector.vCharacterController.v2_5D.v2_5DInput Invector.vCharacterController.vMeleeCombatInput Invector.vCharacterController.ClickToMove.vMeleeClickToMove Invector.vShooter.vShooterMeleeInput Invector.vCharacterController.TopDownShooter.vTopDownShooterInput Invector.vCharacterController.v2_5D.v2_5DShooterInput

Public Member Functions

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

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

virtual void Start ()
 
virtual IEnumerator CharacterInit ()
 
virtual void LateUpdate ()
 
virtual void FixedUpdate ()
 
virtual void Update ()
 
virtual void InputHandle ()
 
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

Vector2 oldInput
 
bool updateIK = false
 
bool isInit
 

Properties

InputDevice inputDevice [get]
 
Animator animator [get]
 
virtual bool keepDirection [get, set]
 

Member Function Documentation

◆ CameraInput()

virtual void Invector.vCharacterController.vThirdPersonInput.CameraInput ( )
virtual

◆ ChangeCameraState()

virtual void Invector.vCharacterController.vThirdPersonInput.ChangeCameraState ( string  cameraState)
virtual

◆ CharacterInit()

virtual IEnumerator Invector.vCharacterController.vThirdPersonInput.CharacterInit ( )
protectedvirtual

◆ CrouchInput()

virtual void Invector.vCharacterController.vThirdPersonInput.CrouchInput ( )
protectedvirtual

◆ FixedUpdate()

virtual void Invector.vCharacterController.vThirdPersonInput.FixedUpdate ( )
protectedvirtual

◆ IgnoreCameraRotation()

virtual void Invector.vCharacterController.vThirdPersonInput.IgnoreCameraRotation ( bool  value)
virtual

If you're using the MoveCharacter method with a custom targetDirection, check this true to align the character with your custom targetDirection

Parameters
value

◆ InputHandle()

virtual void Invector.vCharacterController.vThirdPersonInput.InputHandle ( )
protectedvirtual

◆ JumpInput()

virtual void Invector.vCharacterController.vThirdPersonInput.JumpInput ( )
protectedvirtual

◆ LateUpdate()

virtual void Invector.vCharacterController.vThirdPersonInput.LateUpdate ( )
protectedvirtual

◆ LockCursor()

virtual void Invector.vCharacterController.vThirdPersonInput.LockCursor ( bool  value)
virtual

Lock/Unlock the cursor to the center of screen

Parameters
value

◆ MoveCharacter() [1/3]

virtual void Invector.vCharacterController.vThirdPersonInput.MoveCharacter ( Vector3  position,
bool  rotateToDirection = true 
)
virtual

◆ MoveCharacter() [2/3]

virtual void Invector.vCharacterController.vThirdPersonInput.MoveCharacter ( Transform  _transform,
bool  rotateToDirection = true 
)
virtual

◆ MoveCharacter() [3/3]

virtual void Invector.vCharacterController.vThirdPersonInput.MoveCharacter ( )
protectedvirtual

◆ ResetCameraState()

virtual void Invector.vCharacterController.vThirdPersonInput.ResetCameraState ( )
virtual

◆ RollInput()

virtual void Invector.vCharacterController.vThirdPersonInput.RollInput ( )
protectedvirtual

◆ RotateWithCamera()

virtual void Invector.vCharacterController.vThirdPersonInput.RotateWithCamera ( Transform  cameraTransform)
protectedvirtual

◆ SetLockBasicInput()

virtual void Invector.vCharacterController.vThirdPersonInput.SetLockBasicInput ( bool  value)
virtual

Lock all the Input from the Player

Parameters
value

◆ SetLockCameraInput()

virtual void Invector.vCharacterController.vThirdPersonInput.SetLockCameraInput ( bool  value)
virtual

Lock the Camera Input

Parameters
value

◆ SetWalkByDefault()

virtual void Invector.vCharacterController.vThirdPersonInput.SetWalkByDefault ( bool  value)
virtual

Limits the character to walk only, useful for cutscenes and 'indoor' areas

Parameters
value

◆ ShowCursor()

virtual void Invector.vCharacterController.vThirdPersonInput.ShowCursor ( bool  value)
virtual

Show/Hide Cursor

Parameters
value

◆ SprintInput()

virtual void Invector.vCharacterController.vThirdPersonInput.SprintInput ( )
protectedvirtual

◆ Start()

virtual void Invector.vCharacterController.vThirdPersonInput.Start ( )
protectedvirtual

◆ StrafeInput()

virtual void Invector.vCharacterController.vThirdPersonInput.StrafeInput ( )
protectedvirtual

◆ Update()

virtual void Invector.vCharacterController.vThirdPersonInput.Update ( )
protectedvirtual

◆ UpdateCameraStates()

virtual void Invector.vCharacterController.vThirdPersonInput.UpdateCameraStates ( )
protectedvirtual

◆ UpdateHUD()

virtual void Invector.vCharacterController.vThirdPersonInput.UpdateHUD ( )
virtual

Member Data Documentation

◆ cameraZoomInput

GenericInput Invector.vCharacterController.vThirdPersonInput.cameraZoomInput = new GenericInput("Mouse ScrollWheel", "", "")

◆ cc

vThirdPersonController Invector.vCharacterController.vThirdPersonInput.cc

◆ changeCameraState

bool Invector.vCharacterController.vThirdPersonInput.changeCameraState

◆ crouchInput

GenericInput Invector.vCharacterController.vThirdPersonInput.crouchInput = new GenericInput("C", "Y", "Y")

◆ customCameraState

string Invector.vCharacterController.vThirdPersonInput.customCameraState

◆ customlookAtPoint

string Invector.vCharacterController.vThirdPersonInput.customlookAtPoint

◆ horizontalInput

GenericInput Invector.vCharacterController.vThirdPersonInput.horizontalInput = new GenericInput("Horizontal", "LeftAnalogHorizontal", "Horizontal")

◆ hud

vHUDController Invector.vCharacterController.vThirdPersonInput.hud

◆ ignoreCameraRotation

bool Invector.vCharacterController.vThirdPersonInput.ignoreCameraRotation

◆ isInit

bool Invector.vCharacterController.vThirdPersonInput.isInit
protected

◆ jumpInput

GenericInput Invector.vCharacterController.vThirdPersonInput.jumpInput = new GenericInput("Space", "X", "X")

◆ lockCameraInput

bool Invector.vCharacterController.vThirdPersonInput.lockCameraInput

◆ lockInput

bool Invector.vCharacterController.vThirdPersonInput.lockInput

◆ oldInput

Vector2 Invector.vCharacterController.vThirdPersonInput.oldInput
protected

◆ OnLateUpdate

UnityEngine.Events.UnityEvent Invector.vCharacterController.vThirdPersonInput.OnLateUpdate

◆ rollInput

GenericInput Invector.vCharacterController.vThirdPersonInput.rollInput = new GenericInput("Q", "B", "B")

◆ 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

vCamera.vThirdPersonCamera Invector.vCharacterController.vThirdPersonInput.tpCamera

◆ unlockCursorOnStart

bool Invector.vCharacterController.vThirdPersonInput.unlockCursorOnStart = false

◆ updateIK

bool Invector.vCharacterController.vThirdPersonInput.updateIK = false
protected

◆ verticallInput

GenericInput Invector.vCharacterController.vThirdPersonInput.verticallInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical")

Property Documentation

◆ animator

Animator Invector.vCharacterController.vThirdPersonInput.animator
get

◆ inputDevice

InputDevice Invector.vCharacterController.vThirdPersonInput.inputDevice
getprotected

◆ keepDirection

virtual bool Invector.vCharacterController.vThirdPersonInput.keepDirection
getset

Set KeepDirection of the thirdpersonMotor


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