Third Person Cover Shooter  1.6
CoverShooter.CharacterMotor Class Reference

Characters must have a Character Motor component attached. More...

Inheritance diagram for CoverShooter.CharacterMotor:

Public Member Functions

GameObject AskForTarget ()
 An object the motor is currently aiming at. More...
 
bool IsPerformingMeleeId (int id)
 
Cover GetClimbambleInDirection (float angle)
 Returns a potential climbable cover in given direction represented by a horizontal angle in world space. More...
 
Cover GetClimbableInDirection (Vector3 direction)
 Returns a potential climbable cover in given direction. More...
 
void SetBodyTarget (Vector3 target, float speed=8f)
 Sets the position for the character body to turn to. More...
 
void SetAimTarget (Vector3 target)
 Sets the position for the character to look and aim at. More...
 
void Resurrect ()
 Catch the animation event at the end of the resurrection. More...
 
void OnCustomAction (string name)
 Catch custom input coming from the controller. More...
 
void OnFinishCustomAction ()
 Catch an end of a custom animation. More...
 
void Die ()
 Sets IsAlive to false upon the character death. More...
 
void OnHit (Hit hit)
 Affects the character spine by a bullet hit. More...
 
void OnEject ()
 Catch the magazine eject event from a reload animation. More...
 
void OnRechamber ()
 Catch the magazine rechamber event from a reload animation. More...
 
void NotifyZoom ()
 
void NotifyUnzoom ()
 
void NotifyScope ()
 
void NotifyUnscope ()
 
void NotifyStartGunFire ()
 Catch a gun starting a series of bullets. More...
 
void NotifyStopGunFire ()
 Catch a gun stopping a series of bullets. More...
 
void NotifySuccessfulHit (Hit hit)
 Catch a successful bullet hit. More...
 
void InputBlock ()
 Tell the character to be block melee attacks. More...
 
void InputPreciseHands ()
 Tell the motor to slightly fix the hand IK so it aims precisely at the target. More...
 
void InputUseWeapon ()
 Suppossed to be called by the weapon use animation. More...
 
void InputThrow ()
 Supposed to be called by the grenade throw animation to release the grenade. More...
 
void InputEndJump ()
 Tell the motor the jump animation is over. More...
 
void InputMidCoverOffset (float normalizedTime)
 Tell the motor to end a cover offset animation. More...
 
void InputClimbStart ()
 Tell the motor climbing has begun. More...
 
void InputMidClimb (float normalizedTime)
 Tell the motor of the moment in the climb process. More...
 
void InputEndClimb ()
 Tell the motor to stop any climb process. More...
 
void InputEndBulletLoad ()
 Catch the end of a bullet load animation. More...
 
void InputEndMagazineLoad ()
 Catch the end of a magazine load animation or the load of a final bullet. More...
 
void InputEndPump ()
 Catch the end of a weapon pump animation. More...
 
void InputVerticalMeleeAngle (float value)
 Tell the motor to look up or down during a melee. More...
 
void InputFinishEquip ()
 Catch the end of an equip animation. More...
 
void InputGrabWeapon ()
 Catch the moment in the equip animation when the character has grabbed the weapon. More...
 
void InputUnequip ()
 Catch the end of an unequip animation. More...
 
void CancelAndPreventGetHit (float time, bool triggerAnimation=true)
 Cancel the get hit animation. More...
 
void CancelGetHit (float time=0.3f, bool triggerAnimation=true)
 Cancel the get hit animation. More...
 
void InputGetHit ()
 Tell the motor it's currently in the GetHit state. More...
 
void InputRecoil (float vertical, float horizontal)
 Input gun recoil angles. More...
 
void StopAimingWhenEnteringCover ()
 Prevents the character from aiming at a tall cover wall. More...
 
void AskForLateUpdate (CharacterCamera camera)
 Tells the motor to update the given camera after it's own LateUpdate finishes. More...
 
void InputCrouchNearCover ()
 Should the character crouch near covers in the next frame. More...
 
void InputSmoothRotation ()
 Smooth rotation only animates the legs, leaving upper body stable and not wobbling. More...
 
void InputArmLift ()
 Tells the character to lift the weapon when running or standing in tall cover. More...
 
void InputMirror ()
 Tells the character to switch arms holding the weapon. More...
 
void InputResurrect ()
 Tells the character to resurrect and play the resurrection animation. More...
 
void InputProcess (CharacterProcess desc)
 Tells the character to start a process. More...
 
void InputProcessEnd ()
 Stops the current process. More...
 
void InputLayer (int value)
 Set's the renderer layer for the next frame. More...
 
void InputTakeGrenade (GameObject grenadeOverride=null)
 Tells the character to take a grenade in hands. More...
 
void InputCancelGrenade ()
 Tells the character to put the grenade away. More...
 
void InputThrowGrenade (Vector3 target, GameObject grenadeOverride=null)
 Inputs a command to throw a grenade to the given target location. More...
 
void InputThrowGrenade (Vector3[] predictedPath, int predictedPathLength, float step, GameObject grenadeOverride=null)
 Calculates flight parameters given a path and launches the grenade. More...
 
void InputThrowGrenade (Vector3 origin, Vector3 velocity, Vector3 target, GameObject grenadeOverride=null)
 Tells the character to throw a grenade in the given path. More...
 
void InputRoll (float angle)
 Inputs a command to roll in a specific direction. More...
 
void InputEndRoll ()
 Make the motor stop rolling. More...
 
void InputJump (float angle, float forwardMultiplier)
 Inputs a command to jump. More...
 
void InputClimbOrVault (Cover cover)
 Inputs a command to climb or vault. More...
 
void InputTakeCover ()
 Inputs a command to take cover. More...
 
void InputImmediateCoverSearch ()
 Tells the motor to immediately update potential cover status. More...
 
void InputLeaveCover ()
 Makes the motor ignore any cover in the following frame. More...
 
void InputMovement (CharacterMovement movement)
 Sets the character movement for the next update. More...
 
void InputMoveForward (float strength=1)
 Sets the character to move forward during the next update. More...
 
void InputMoveBack (float strength=1)
 Sets the character to move backwards during the next update. More...
 
void InputMoveLeft (float strength=1)
 Sets the character to move left during the next update. More...
 
void InputMoveRight (float strength=1)
 Sets the character to move right during the next update. More...
 
void InputCrouch ()
 Sets the character crouching state for the next update. More...
 
void InputPossibleImmediateTurn (bool value=true)
 Sets the character to turn immediately if needed and allowed in the settings. More...
 
void InputAim ()
 Sets the character aim state for the next update. More...
 
void InputAimWhenLeavingCover ()
 Sets the character to avoid having a frame without aiming when leaving cover. More...
 
void InputZoom ()
 Sets the character up for zooming without a scope. More...
 
void InputScope ()
 Sets the character up for zooming with a scope. More...
 
void InputUseToolAlternate ()
 Sets the character to use the weapon as a tool in alternate mode. More...
 
void InputUseTool (bool isAlternate=false)
 Sets the character to use the weapon as a tool. More...
 
void InputMelee ()
 Sets the character to use the weapon in melee and face in a certain direction. More...
 
void InputMeleeTarget (Vector3 target)
 Sets the character to face in a certain direction during a melee. More...
 
void InputMelee (Vector3 target)
 Sets the character to use the weapon in melee and face in a certain direction. More...
 
void InputCombo (Vector3 target)
 Make the character continue a melee attack with a combo, if possible. More...
 
void InputBeginMeleeScan (int id, Limb limb)
 Tell the motor to scan for melee collisions. More...
 
void InputEndMeleeScan (int id, Limb limb)
 Tell the motor to stop scanning for melee collisions. More...
 
void InputMeleeMoment (int id, Limb limb)
 Tell the motor to play an effect during a melee attack. More...
 
void InputMeleeAttackStart (int id)
 Tell the motor to start the melee attack chain. More...
 
void InputMeleeComboStart (int id)
 Tell the motor that next attack in a combo sequence has started. More...
 
void InputMeleeAttackEnd ()
 Tell the motor to stop the melee attack chain. More...
 
void InputMeleeComboCheck ()
 Check for the melee input to chain the combo. More...
 
void StopMeleeRootMotion ()
 No longer use the animator root motion during melee. More...
 
void InputFire ()
 Sets the character state of firing for the next update. More...
 
void InputFireOnCondition (int ignoreSide)
 Sets the character state of firing for the next update. More...
 
void InputReload ()
 Attempts to start reloading a gun. More...
 
void InputPump (float delay=0)
 Attempts to start a weapon pump animation. More...
 
void InputStandLeft ()
 Tells the character to face left relative to the cover. More...
 
void InputStandRight ()
 Tells the character to face right relative to the cover. More...
 
void InputImmediateAim ()
 Sets the character to enter aim animation immediately. More...
 
bool IsFreeToMove (Vector3 direction)
 
bool IsFreeToMove (Vector3 direction, float distance, float height)
 
bool IsFree (Vector3 direction, float distance, float height, bool coverMeansFree, bool actorMeansFree)
 

Public Attributes

bool IsAlive = true
 Controls wheter the character is in a state of death. More...
 
float Speed = 1.0f
 Speed multiplier for the movement speed. More...
 
float MoveMultiplier = 1.0f
 Multiplies movement speed without adjusting animations. More...
 
bool CanRun = true
 Toggles character's ability to run. More...
 
bool CanSprint = true
 Toggles character's ability to run. More...
 
float GroundThreshold = 0.3f
 Distance below feet to check for ground. More...
 
float FallThreshold = 2.0f
 Minimal height to trigger state of falling. More...
 
float ObstacleDistance = 0.05f
 Movement to obstacles closer than this is ignored. More...
 
float Gravity = 10
 Gravity force applied to this character. More...
 
float RecoilRecovery = 17
 Degrees recovered per second after a recoil. More...
 
bool IsFiringFromCamera = true
 Sets the origin of bullet raycasts, either a camera or an end of a gun. More...
 
float ZoomErrorMultiplier = 0.75f
 Gun accuracy increase when zooming in. More...
 
float CrouchHeight = 1.5f
 Capsule height when crouching. More...
 
float AccelerationDamp = 1
 How long it takes for the animator to go from standing to full speed when issued a move command. More...
 
float DeccelerationDamp = 3
 How much the animator keeps moving after the character stops getting move commands. More...
 
float DamageMultiplier = 1
 Damage multiplier for weapons. More...
 
bool IsEquipped = true
 Should the character hold the weapon in their hands. More...
 
WeaponDescription Weapon = WeaponDescription.Default()
 Weapon description of the weapon the character is to equip. More...
 
WeaponDescription [] Weapons
 Deprecated. More...
 
GrenadeSettings Grenade = GrenadeSettings.Default()
 Grenade settings. More...
 
IKSettings IK = IKSettings.Default()
 IK settings for the character. More...
 
CoverSettings CoverSettings = CoverSettings.Default()
 Settings for cover behaviour. More...
 
ClimbSettings ClimbSettings = ClimbSettings.Default()
 Settings for climbing. More...
 
VaultSettings VaultSettings = VaultSettings.Default()
 Settings for climbing. More...
 
JumpSettings JumpSettings = JumpSettings.Default()
 Settings for jumping. More...
 
RollSettings RollSettings = RollSettings.Default()
 Settings for rolling. More...
 
AimSettings AimSettings = AimSettings.Default()
 Settings for aiming. More...
 
TurnSettings TurnSettings = TurnSettings.Default()
 Settings for turning. More...
 
ShoulderSettings ShoulderSettings = ShoulderSettings.Default()
 Settings for camera pivot positions based on shoulders. More...
 
HitResponseSettings HitResponseSettings = HitResponseSettings.Default()
 Settings for hit response IK. More...
 
Action< float > StandingHeightChanged
 Executed when the normal standing height changes. More...
 
Action< float > CurrentHeightChanged
 Executed when the current height changes. More...
 
Action WeaponChangeStarted
 Executed when the weapon change starts. More...
 
Action WeaponChanged
 Executed when a weapon change stops and the character has a new weapon armed. More...
 
Action FireStarted
 Executed after the character stars firing. More...
 
Action FireStopped
 Executed after the character stops firing. More...
 
Action ReloadStarted
 Executed when the weapon reload starts. More...
 
Action FullyLoaded
 Executed after a weapon is fully laoded. More...
 
Action BulletLoaded
 Executed after a bullet is loaded. More...
 
Action Pumped
 Executed after a weapon is pumped. More...
 
Action< HitSuccessfullyHit
 Executed after a weapon successfully hit's something. More...
 
Action< CoverEnteredCover
 Executed on character entering a cover. More...
 
Action ExitedCover
 Executed on character leaving a cover. More...
 
Action Resurrected
 Executed after the character changes from dead to alive. More...
 
Action Died
 Executed on character death. More...
 
Action UsedTool
 Executed after a tool was used. More...
 
Action UsedToolAlternate
 Executed after an alternative mode of a tool was used. More...
 
Action Jumped
 Executed on any jump. More...
 
Action Stepped
 Executed on every footstep. More...
 
Action Landed
 Executed on character landing after a fall. More...
 
Action Zoomed
 Executed when the character starts zooming in. More...
 
Action Unzoomed
 Executed after the character stops zooming in. More...
 
Action Scoped
 
Action Unscoped
 

Properties

Vector3 BodyLookTarget [get]
 Position the body is rotated at. More...
 
Vector3 AimTarget [get]
 Position the body is aiming at. More...
 
Vector3 ClosestCoverPosition [get]
 Closest position on the cover to the character. More...
 
Vector3 AimForward [get]
 Horizontal aim vector. More...
 
bool IsPerformingCustomAction [get]
 Is the motor currently performing a custom action. More...
 
bool IsInProcess [get]
 Is the motor currently in a custom process. More...
 
bool CanMoveInProcess [get]
 Is the character currently in a process and that process allows movement. More...
 
bool IsClimbingOrVaulting [get]
 Is character currently climbing or vaulting. More...
 
bool IsVaulting [get]
 Is character currently vaulting. More...
 
float VerticalMeleeAngle [get]
 Vertical angle the motor is rotated towards when performing a melee attack. More...
 
float VaultPosition [get]
 Y coordinate of the character position before the vault. More...
 
bool IsInCover [get]
 Is the character currently in cover. More...
 
bool IsCrouching [get]
 Is the character currently crouching. More...
 
bool IsLow [get]
 Is the character currently crouching or in low cover. More...
 
float BodyAngle [get]
 Degrees in world space of direction the character is intended to face. More...
 
bool IsStandingLeftInCover [get]
 Is the character currently facing left in a cover. More...
 
bool WantsToMaintainMirror [get]
 Does the character have switched arms and wants to keep that for at least another frame. More...
 
bool IsInLowCover [get]
 Is the character currently in low cover. More...
 
bool IsInTallCover [get]
 Is the character currently in tall cover. More...
 
bool IsCrouchingInTallCover [get]
 Is the character currently in tall cover and crouching. More...
 
bool IsFalling [get]
 Is the character currently falling without control. More...
 
bool IsGrounded [get]
 Is the character currently touching ground. More...
 
bool IsJumping [get]
 Is the character currently jumping (false if it entered a long fall). More...
 
float GroundTimer [get]
 Time in seconds the character has stayed on the ground since last fall. More...
 
bool IsAimingThroughCoverPlane [get]
 Is the line between the player and target blocked by a close cover. More...
 
float VerticalRecoil [get]
 Vertical shift in degrees of the weapon affected by recoil. More...
 
float HorizontalRecoil [get]
 Horizontal shift in degrees of the weapon affected by recoil. More...
 
WeaponDescription ActiveWeapon [get]
 Weapon currently held or intended to be held in hands (EquippedWeapon is set to none in the middle of changing weapons whereas ActiveWeapon is not). More...
 
WeaponDescription EquippedWeapon [get]
 Weapon currently held in hands. More...
 
WeaponEquipState WeaponEquipState [get]
 State of the weapon in character's hands. More...
 
bool IsChangingWeapon [get]
 Is currently switching to a different weapon or unequipping. More...
 
bool IsChangingWeaponOrHasJustChanged [get]
 Is currently switching to a different weapon or has equipped in the last few frames. More...
 
bool IsInCameraAimableState [get]
 Can the camera zoom in right now for aiming. More...
 
bool IsInAimableState [get]
 Can the character possibly use scope when aiming. More...
 
bool IsLeftHandAimReady [get]
 Should the character use IK to put the left hand in the correct position. More...
 
bool IsZooming [get]
 Is the motor aiming in on a weapon. More...
 
bool IsScoping [get]
 Is the motor using a scope on a weapon. More...
 
bool IsWeaponReady [get]
 Is the gun not being changed or reloaded. More...
 
bool IsReloading [get]
 Is the weapon currently in any reload animation. More...
 
bool IsReloadingAndNotAiming [get]
 Is the weapon currently in any reload animation that prevents aiming. More...
 
bool IsWeaponScopeReady [get]
 Is the weapon usable for scoping right now. More...
 
bool IsGettingHit [get]
 Is character currently acting in pain. More...
 
bool IsGunReady [get]
 Is the gun not being changed or reloaded. More...
 
bool IsGunScopeReady [get]
 Is the current 'weapon' a gun and usable for scoping right now. More...
 
bool IsMeleeReady [get]
 Is the weapon not being changed or reloaded. More...
 
bool IsBlocking [get]
 Is the character currently blocking melee attacks. More...
 
bool IsRolling [get]
 Is the character currently rolling. More...
 
bool IsGoingToSprint [get]
 Is the character going to sprint. More...
 
bool IsSprinting [get]
 Is the character currently sprinting. More...
 
bool IsLoadingBullet [get]
 Is the motor currently loading a bullet. More...
 
bool IsLoadingMagazine [get]
 Is the motor currently loading a magazine. More...
 
bool IsPumping [get]
 Is the motor currently pumping the weapon. More...
 
bool IsByAnOpenLeftCorner [get]
 Is the character by a tall cover's left corner they can take a peek from. More...
 
bool IsByAnOpenRightCorner [get]
 Is the character by a tall cover's right corner they can take a peek from. More...
 
bool IsNearLeftCorner [get]
 Is the character currently in cover and standing near the left corner. More...
 
bool IsNearRightCorner [get]
 Is the character currently in cover and standing near the right corner. More...
 
bool IsMovingToCoverOffset [get]
 Is the currently transitioning between cover offsets More...
 
bool IsMovingToCoverOffsetAndCantAim [get]
 Is the currently transitioning between cover offsets and the gun cannot be aimed More...
 
Cover Cover [get]
 Returns the object of the current taken cover. More...
 
int CoverDirection [get]
 Currently faced direction in cover. More...
 
Cover LeftCover [get]
 Returns the object of the cover left to the current cover. More...
 
Cover RightCover [get]
 Returns the object of the cover right to the current cover. More...
 
Vector3 ConceptualAimOrigin [get]
 Origin from which various aiming decisions and blending is performed. More...
 
Vector3 AccurateAimOrigin [get]
 Aim origin as if the character is already aiming at the target. More...
 
Vector3 AimOriginWithCoverOffset [get]
 Origin from which various aiming decisions and blending is performed. More...
 
Vector3 VirtualHead [get]
 Virtual position at which the head is considered to be located. More...
 
Vector3 GunOrigin [get]
 Position of the currently held gun where bullets would appear. More...
 
Vector3 GunDirection [get]
 Direction of the gun affected by recoil. More...
 
Vector3 Top [get]
 Position of the top of the capsule. More...
 
bool WouldAim [get]
 Is the character in a state where they want to aim. More...
 
bool IsAimingTool [get]
 Is aiming a tool. More...
 
bool WasAimingGun [get]
 Was the motor aiming a gun during a previous frame. More...
 
bool IsAimingGun [get]
 Is aiming or intending to aim. More...
 
bool IsAiming [get]
 Is currently aiming a gun or grenade. More...
 
bool IsInAnySideOffset [get]
 Is the motor currently either in or transitioning from or to side cover offset. More...
 
bool IsInCoverOffset [get]
 Is the motor currently fully in cover offset. More...
 
bool IsWalkingOrStanding [get]
 Is the character currently walking or standing. More...
 
Vector3 MovementDirection [get]
 Current movement direction. More...
 
bool IsWalkingInCover [get]
 Was there any intended movement in cover. More...
 
float StandingHeight [get]
 Returns height when standing. More...
 
float CurrentHeight [get]
 Returns current height of the capsule collider. More...
 
float TargetHeight [get]
 Height the capsule is reaching for. More...
 
bool HasGrenadeInHand [get]
 Returns true if the character has a grenade in a hand More...
 
bool IsReadyToThrowGrenade [get]
 Returns true if the character has a grenade in hand and ready to throw it. More...
 
bool IsThrowingGrenade [get]
 Is the motor currently throwing or has just thrown a grenade. More...
 
Grenade PotentialGrenade [get]
 Grenade that would be potentially displayed in a hand if thrown. More...
 
Grenade CurrentGrenade [get]
 Returns currently displayed grenade object in a hand. More...
 
bool IsThrowingLeft [get]
 Returns true if in current situation grenades would be thrown with the left hand. More...
 
Cover PotentialCover [get]
 Returns cover object the character is closest to and able to take. More...
 
bool IsMoving [get]
 Is the character currently moving. More...
 
float Movement [get]
 Current movement speed. More...
 
float MovementError [get]
 Accuracy error produced by movement. More...
 
bool IsPerformingMelee [get]
 Is the character currently performing a melee attack. More...
 

Detailed Description

Characters must have a Character Motor component attached.

It manages the character, it’s movement, appearance and use of weapons. It handles gravity and therefore gravity should be turned off in the RigidBody component to avoid conflicts. There is an IK (inverse-kinematics) system that handles aiming and recoil. It can be configured manually but for ease of use there is a button to set it up automatically inside the CharacterMotor inspector. It is recommended to reduce the amount of bones used by IK on non-player characters for performance reasons. IK is calculated by adjusting bones until certain objects reach defined targets. Target objects must be part of the skeleton in order for changes to modify their transform. Character’s sight is usually defined by a marker object that is part of the head, bones are transformed until marker’s forward vector points towards the target. Each character has a set of weapons in its disposal. To add a new weapon to the character you must create an object with a 3D model and a Gun component and attach it to a hand. Additionally, you can create a version of the weapon that is put into its holster. The motor automatically enables and disables weapon and holster objects. Characters can throw grenades from both hands. Left hand is used in some situations when the character is hiding behind a cover. Grenades are duplicated when thrown. A character can be setup to have many hitboxes for various body parts. Setup is done inside Character Health component.

Member Function Documentation

◆ AskForLateUpdate()

void CoverShooter.CharacterMotor.AskForLateUpdate ( CharacterCamera  camera)

Tells the motor to update the given camera after it's own LateUpdate finishes.

◆ AskForTarget()

GameObject CoverShooter.CharacterMotor.AskForTarget ( )

An object the motor is currently aiming at.

Only objects with CharacterHealth are considered.

◆ CancelAndPreventGetHit()

void CoverShooter.CharacterMotor.CancelAndPreventGetHit ( float  time,
bool  triggerAnimation = true 
)

Cancel the get hit animation.

◆ CancelGetHit()

void CoverShooter.CharacterMotor.CancelGetHit ( float  time = 0.3f,
bool  triggerAnimation = true 
)

Cancel the get hit animation.

◆ Die()

void CoverShooter.CharacterMotor.Die ( )

Sets IsAlive to false upon the character death.

◆ GetClimbableInDirection()

Cover CoverShooter.CharacterMotor.GetClimbableInDirection ( Vector3  direction)

Returns a potential climbable cover in given direction.

◆ GetClimbambleInDirection()

Cover CoverShooter.CharacterMotor.GetClimbambleInDirection ( float  angle)

Returns a potential climbable cover in given direction represented by a horizontal angle in world space.

◆ InputAim()

void CoverShooter.CharacterMotor.InputAim ( )

Sets the character aim state for the next update.

◆ InputAimWhenLeavingCover()

void CoverShooter.CharacterMotor.InputAimWhenLeavingCover ( )

Sets the character to avoid having a frame without aiming when leaving cover.

◆ InputArmLift()

void CoverShooter.CharacterMotor.InputArmLift ( )

Tells the character to lift the weapon when running or standing in tall cover.

◆ InputBeginMeleeScan()

void CoverShooter.CharacterMotor.InputBeginMeleeScan ( int  id,
Limb  limb 
)

Tell the motor to scan for melee collisions.

◆ InputBlock()

void CoverShooter.CharacterMotor.InputBlock ( )

Tell the character to be block melee attacks.

◆ InputCancelGrenade()

void CoverShooter.CharacterMotor.InputCancelGrenade ( )

Tells the character to put the grenade away.

◆ InputClimbOrVault()

void CoverShooter.CharacterMotor.InputClimbOrVault ( Cover  cover)

Inputs a command to climb or vault.

◆ InputClimbStart()

void CoverShooter.CharacterMotor.InputClimbStart ( )

Tell the motor climbing has begun.

◆ InputCombo()

void CoverShooter.CharacterMotor.InputCombo ( Vector3  target)

Make the character continue a melee attack with a combo, if possible.

◆ InputCrouch()

void CoverShooter.CharacterMotor.InputCrouch ( )

Sets the character crouching state for the next update.

◆ InputCrouchNearCover()

void CoverShooter.CharacterMotor.InputCrouchNearCover ( )

Should the character crouch near covers in the next frame.

◆ InputEndBulletLoad()

void CoverShooter.CharacterMotor.InputEndBulletLoad ( )

Catch the end of a bullet load animation.

◆ InputEndClimb()

void CoverShooter.CharacterMotor.InputEndClimb ( )

Tell the motor to stop any climb process.

◆ InputEndJump()

void CoverShooter.CharacterMotor.InputEndJump ( )

Tell the motor the jump animation is over.

◆ InputEndMagazineLoad()

void CoverShooter.CharacterMotor.InputEndMagazineLoad ( )

Catch the end of a magazine load animation or the load of a final bullet.

◆ InputEndMeleeScan()

void CoverShooter.CharacterMotor.InputEndMeleeScan ( int  id,
Limb  limb 
)

Tell the motor to stop scanning for melee collisions.

◆ InputEndPump()

void CoverShooter.CharacterMotor.InputEndPump ( )

Catch the end of a weapon pump animation.

◆ InputEndRoll()

void CoverShooter.CharacterMotor.InputEndRoll ( )

Make the motor stop rolling.

◆ InputFinishEquip()

void CoverShooter.CharacterMotor.InputFinishEquip ( )

Catch the end of an equip animation.

◆ InputFire()

void CoverShooter.CharacterMotor.InputFire ( )

Sets the character state of firing for the next update.

◆ InputFireOnCondition()

void CoverShooter.CharacterMotor.InputFireOnCondition ( int  ignoreSide)

Sets the character state of firing for the next update.

Fires only if the target is not a friend.

◆ InputGetHit()

void CoverShooter.CharacterMotor.InputGetHit ( )

Tell the motor it's currently in the GetHit state.

◆ InputGrabWeapon()

void CoverShooter.CharacterMotor.InputGrabWeapon ( )

Catch the moment in the equip animation when the character has grabbed the weapon.

◆ InputImmediateAim()

void CoverShooter.CharacterMotor.InputImmediateAim ( )

Sets the character to enter aim animation immediately.

◆ InputImmediateCoverSearch()

void CoverShooter.CharacterMotor.InputImmediateCoverSearch ( )

Tells the motor to immediately update potential cover status.

◆ InputJump()

void CoverShooter.CharacterMotor.InputJump ( float  angle,
float  forwardMultiplier 
)

Inputs a command to jump.

◆ InputLayer()

void CoverShooter.CharacterMotor.InputLayer ( int  value)

Set's the renderer layer for the next frame.

◆ InputLeaveCover()

void CoverShooter.CharacterMotor.InputLeaveCover ( )

Makes the motor ignore any cover in the following frame.

◆ InputMelee() [1/2]

void CoverShooter.CharacterMotor.InputMelee ( )

Sets the character to use the weapon in melee and face in a certain direction.

◆ InputMelee() [2/2]

void CoverShooter.CharacterMotor.InputMelee ( Vector3  target)

Sets the character to use the weapon in melee and face in a certain direction.

◆ InputMeleeAttackEnd()

void CoverShooter.CharacterMotor.InputMeleeAttackEnd ( )

Tell the motor to stop the melee attack chain.

◆ InputMeleeAttackStart()

void CoverShooter.CharacterMotor.InputMeleeAttackStart ( int  id)

Tell the motor to start the melee attack chain.

◆ InputMeleeComboCheck()

void CoverShooter.CharacterMotor.InputMeleeComboCheck ( )

Check for the melee input to chain the combo.

◆ InputMeleeComboStart()

void CoverShooter.CharacterMotor.InputMeleeComboStart ( int  id)

Tell the motor that next attack in a combo sequence has started.

◆ InputMeleeMoment()

void CoverShooter.CharacterMotor.InputMeleeMoment ( int  id,
Limb  limb 
)

Tell the motor to play an effect during a melee attack.

◆ InputMeleeTarget()

void CoverShooter.CharacterMotor.InputMeleeTarget ( Vector3  target)

Sets the character to face in a certain direction during a melee.

◆ InputMidClimb()

void CoverShooter.CharacterMotor.InputMidClimb ( float  normalizedTime)

Tell the motor of the moment in the climb process.

◆ InputMidCoverOffset()

void CoverShooter.CharacterMotor.InputMidCoverOffset ( float  normalizedTime)

Tell the motor to end a cover offset animation.

◆ InputMirror()

void CoverShooter.CharacterMotor.InputMirror ( )

Tells the character to switch arms holding the weapon.

Used when aiming and standing in tall cover facing left.

◆ InputMoveBack()

void CoverShooter.CharacterMotor.InputMoveBack ( float  strength = 1)

Sets the character to move backwards during the next update.

◆ InputMoveForward()

void CoverShooter.CharacterMotor.InputMoveForward ( float  strength = 1)

Sets the character to move forward during the next update.

◆ InputMoveLeft()

void CoverShooter.CharacterMotor.InputMoveLeft ( float  strength = 1)

Sets the character to move left during the next update.

◆ InputMovement()

void CoverShooter.CharacterMotor.InputMovement ( CharacterMovement  movement)

Sets the character movement for the next update.

◆ InputMoveRight()

void CoverShooter.CharacterMotor.InputMoveRight ( float  strength = 1)

Sets the character to move right during the next update.

◆ InputPossibleImmediateTurn()

void CoverShooter.CharacterMotor.InputPossibleImmediateTurn ( bool  value = true)

Sets the character to turn immediately if needed and allowed in the settings.

◆ InputPreciseHands()

void CoverShooter.CharacterMotor.InputPreciseHands ( )

Tell the motor to slightly fix the hand IK so it aims precisely at the target.

◆ InputProcess()

void CoverShooter.CharacterMotor.InputProcess ( CharacterProcess  desc)

Tells the character to start a process.

An action is performed and the character returns back to the usual routine.

◆ InputProcessEnd()

void CoverShooter.CharacterMotor.InputProcessEnd ( )

Stops the current process.

◆ InputPump()

void CoverShooter.CharacterMotor.InputPump ( float  delay = 0)

Attempts to start a weapon pump animation.

◆ InputRecoil()

void CoverShooter.CharacterMotor.InputRecoil ( float  vertical,
float  horizontal 
)

Input gun recoil angles.

Gun position offset is calculated from the given angles.

◆ InputReload()

void CoverShooter.CharacterMotor.InputReload ( )

Attempts to start reloading a gun.

◆ InputResurrect()

void CoverShooter.CharacterMotor.InputResurrect ( )

Tells the character to resurrect and play the resurrection animation.

◆ InputRoll()

void CoverShooter.CharacterMotor.InputRoll ( float  angle)

Inputs a command to roll in a specific direction.

◆ InputScope()

void CoverShooter.CharacterMotor.InputScope ( )

Sets the character up for zooming with a scope.

◆ InputSmoothRotation()

void CoverShooter.CharacterMotor.InputSmoothRotation ( )

Smooth rotation only animates the legs, leaving upper body stable and not wobbling.

Useful when the camera is zooming in.

◆ InputStandLeft()

void CoverShooter.CharacterMotor.InputStandLeft ( )

Tells the character to face left relative to the cover.

◆ InputStandRight()

void CoverShooter.CharacterMotor.InputStandRight ( )

Tells the character to face right relative to the cover.

◆ InputTakeCover()

void CoverShooter.CharacterMotor.InputTakeCover ( )

Inputs a command to take cover.

◆ InputTakeGrenade()

void CoverShooter.CharacterMotor.InputTakeGrenade ( GameObject  grenadeOverride = null)

Tells the character to take a grenade in hands.

◆ InputThrow()

void CoverShooter.CharacterMotor.InputThrow ( )

Supposed to be called by the grenade throw animation to release the grenade.

◆ InputThrowGrenade() [1/3]

void CoverShooter.CharacterMotor.InputThrowGrenade ( Vector3  target,
GameObject  grenadeOverride = null 
)

Inputs a command to throw a grenade to the given target location.

◆ InputThrowGrenade() [2/3]

void CoverShooter.CharacterMotor.InputThrowGrenade ( Vector3 []  predictedPath,
int  predictedPathLength,
float  step,
GameObject  grenadeOverride = null 
)

Calculates flight parameters given a path and launches the grenade.

◆ InputThrowGrenade() [3/3]

void CoverShooter.CharacterMotor.InputThrowGrenade ( Vector3  origin,
Vector3  velocity,
Vector3  target,
GameObject  grenadeOverride = null 
)

Tells the character to throw a grenade in the given path.

◆ InputUnequip()

void CoverShooter.CharacterMotor.InputUnequip ( )

Catch the end of an unequip animation.

◆ InputUseTool()

void CoverShooter.CharacterMotor.InputUseTool ( bool  isAlternate = false)

Sets the character to use the weapon as a tool.

◆ InputUseToolAlternate()

void CoverShooter.CharacterMotor.InputUseToolAlternate ( )

Sets the character to use the weapon as a tool in alternate mode.

◆ InputUseWeapon()

void CoverShooter.CharacterMotor.InputUseWeapon ( )

Suppossed to be called by the weapon use animation.

◆ InputVerticalMeleeAngle()

void CoverShooter.CharacterMotor.InputVerticalMeleeAngle ( float  value)

Tell the motor to look up or down during a melee.

◆ InputZoom()

void CoverShooter.CharacterMotor.InputZoom ( )

Sets the character up for zooming without a scope.

Implicitly calls InputAim()

◆ IsFree()

bool CoverShooter.CharacterMotor.IsFree ( Vector3  direction,
float  distance,
float  height,
bool  coverMeansFree,
bool  actorMeansFree 
)

◆ IsFreeToMove() [1/2]

bool CoverShooter.CharacterMotor.IsFreeToMove ( Vector3  direction)

◆ IsFreeToMove() [2/2]

bool CoverShooter.CharacterMotor.IsFreeToMove ( Vector3  direction,
float  distance,
float  height 
)

◆ IsPerformingMeleeId()

bool CoverShooter.CharacterMotor.IsPerformingMeleeId ( int  id)

◆ NotifyScope()

void CoverShooter.CharacterMotor.NotifyScope ( )

◆ NotifyStartGunFire()

void CoverShooter.CharacterMotor.NotifyStartGunFire ( )

Catch a gun starting a series of bullets.

◆ NotifyStopGunFire()

void CoverShooter.CharacterMotor.NotifyStopGunFire ( )

Catch a gun stopping a series of bullets.

◆ NotifySuccessfulHit()

void CoverShooter.CharacterMotor.NotifySuccessfulHit ( Hit  hit)

Catch a successful bullet hit.

◆ NotifyUnscope()

void CoverShooter.CharacterMotor.NotifyUnscope ( )

◆ NotifyUnzoom()

void CoverShooter.CharacterMotor.NotifyUnzoom ( )

◆ NotifyZoom()

void CoverShooter.CharacterMotor.NotifyZoom ( )

◆ OnCustomAction()

void CoverShooter.CharacterMotor.OnCustomAction ( string  name)

Catch custom input coming from the controller.

◆ OnEject()

void CoverShooter.CharacterMotor.OnEject ( )

Catch the magazine eject event from a reload animation.

◆ OnFinishCustomAction()

void CoverShooter.CharacterMotor.OnFinishCustomAction ( )

Catch an end of a custom animation.

◆ OnHit()

void CoverShooter.CharacterMotor.OnHit ( Hit  hit)

Affects the character spine by a bullet hit.

◆ OnRechamber()

void CoverShooter.CharacterMotor.OnRechamber ( )

Catch the magazine rechamber event from a reload animation.

◆ Resurrect()

void CoverShooter.CharacterMotor.Resurrect ( )

Catch the animation event at the end of the resurrection.

◆ SetAimTarget()

void CoverShooter.CharacterMotor.SetAimTarget ( Vector3  target)

Sets the position for the character to look and aim at.

◆ SetBodyTarget()

void CoverShooter.CharacterMotor.SetBodyTarget ( Vector3  target,
float  speed = 8f 
)

Sets the position for the character body to turn to.

◆ StopAimingWhenEnteringCover()

void CoverShooter.CharacterMotor.StopAimingWhenEnteringCover ( )

Prevents the character from aiming at a tall cover wall.

◆ StopMeleeRootMotion()

void CoverShooter.CharacterMotor.StopMeleeRootMotion ( )

No longer use the animator root motion during melee.

Member Data Documentation

◆ AccelerationDamp

float CoverShooter.CharacterMotor.AccelerationDamp = 1

How long it takes for the animator to go from standing to full speed when issued a move command.

◆ AimSettings

AimSettings CoverShooter.CharacterMotor.AimSettings = AimSettings.Default()

Settings for aiming.

◆ BulletLoaded

Action CoverShooter.CharacterMotor.BulletLoaded

Executed after a bullet is loaded.

◆ CanRun

bool CoverShooter.CharacterMotor.CanRun = true

Toggles character's ability to run.

Used by the CharacterStamina.

◆ CanSprint

bool CoverShooter.CharacterMotor.CanSprint = true

Toggles character's ability to run.

Used by the CharacterStamina.

◆ ClimbSettings

ClimbSettings CoverShooter.CharacterMotor.ClimbSettings = ClimbSettings.Default()

Settings for climbing.

◆ CoverSettings

CoverSettings CoverShooter.CharacterMotor.CoverSettings = CoverSettings.Default()

Settings for cover behaviour.

◆ CrouchHeight

float CoverShooter.CharacterMotor.CrouchHeight = 1.5f

Capsule height when crouching.

◆ CurrentHeightChanged

Action<float> CoverShooter.CharacterMotor.CurrentHeightChanged

Executed when the current height changes.

◆ DamageMultiplier

float CoverShooter.CharacterMotor.DamageMultiplier = 1

Damage multiplier for weapons.

◆ DeccelerationDamp

float CoverShooter.CharacterMotor.DeccelerationDamp = 3

How much the animator keeps moving after the character stops getting move commands.

◆ Died

Action CoverShooter.CharacterMotor.Died

Executed on character death.

◆ EnteredCover

Action<Cover> CoverShooter.CharacterMotor.EnteredCover

Executed on character entering a cover.

Invoked on any cover change as well.

◆ ExitedCover

Action CoverShooter.CharacterMotor.ExitedCover

Executed on character leaving a cover.

◆ FallThreshold

float CoverShooter.CharacterMotor.FallThreshold = 2.0f

Minimal height to trigger state of falling.

It’s ignored when jumping over gaps.

◆ FireStarted

Action CoverShooter.CharacterMotor.FireStarted

Executed after the character stars firing.

◆ FireStopped

Action CoverShooter.CharacterMotor.FireStopped

Executed after the character stops firing.

◆ FullyLoaded

Action CoverShooter.CharacterMotor.FullyLoaded

Executed after a weapon is fully laoded.

◆ Gravity

float CoverShooter.CharacterMotor.Gravity = 10

Gravity force applied to this character.

◆ Grenade

GrenadeSettings CoverShooter.CharacterMotor.Grenade = GrenadeSettings.Default()

Grenade settings.

◆ GroundThreshold

float CoverShooter.CharacterMotor.GroundThreshold = 0.3f

Distance below feet to check for ground.

◆ HitResponseSettings

HitResponseSettings CoverShooter.CharacterMotor.HitResponseSettings = HitResponseSettings.Default()

Settings for hit response IK.

◆ IK

IKSettings CoverShooter.CharacterMotor.IK = IKSettings.Default()

IK settings for the character.

◆ IsAlive

bool CoverShooter.CharacterMotor.IsAlive = true

Controls wheter the character is in a state of death.

Dead characters have no collisions and ignore any input.

◆ IsEquipped

bool CoverShooter.CharacterMotor.IsEquipped = true

Should the character hold the weapon in their hands.

Change is not immediate.

◆ IsFiringFromCamera

bool CoverShooter.CharacterMotor.IsFiringFromCamera = true

Sets the origin of bullet raycasts, either a camera or an end of a gun.

◆ Jumped

Action CoverShooter.CharacterMotor.Jumped

Executed on any jump.

◆ JumpSettings

JumpSettings CoverShooter.CharacterMotor.JumpSettings = JumpSettings.Default()

Settings for jumping.

◆ Landed

Action CoverShooter.CharacterMotor.Landed

Executed on character landing after a fall.

◆ MoveMultiplier

float CoverShooter.CharacterMotor.MoveMultiplier = 1.0f

Multiplies movement speed without adjusting animations.

◆ ObstacleDistance

float CoverShooter.CharacterMotor.ObstacleDistance = 0.05f

Movement to obstacles closer than this is ignored.

It is mainly used to prevent character running into walls.

◆ Pumped

Action CoverShooter.CharacterMotor.Pumped

Executed after a weapon is pumped.

◆ RecoilRecovery

float CoverShooter.CharacterMotor.RecoilRecovery = 17

Degrees recovered per second after a recoil.

◆ ReloadStarted

Action CoverShooter.CharacterMotor.ReloadStarted

Executed when the weapon reload starts.

◆ Resurrected

Action CoverShooter.CharacterMotor.Resurrected

Executed after the character changes from dead to alive.

◆ RollSettings

RollSettings CoverShooter.CharacterMotor.RollSettings = RollSettings.Default()

Settings for rolling.

◆ Scoped

Action CoverShooter.CharacterMotor.Scoped

◆ ShoulderSettings

ShoulderSettings CoverShooter.CharacterMotor.ShoulderSettings = ShoulderSettings.Default()

Settings for camera pivot positions based on shoulders.

◆ Speed

float CoverShooter.CharacterMotor.Speed = 1.0f

Speed multiplier for the movement speed.

Adjusts animations.

◆ StandingHeightChanged

Action<float> CoverShooter.CharacterMotor.StandingHeightChanged

Executed when the normal standing height changes.

◆ Stepped

Action CoverShooter.CharacterMotor.Stepped

Executed on every footstep.

◆ SuccessfullyHit

Action<Hit> CoverShooter.CharacterMotor.SuccessfullyHit

Executed after a weapon successfully hit's something.

◆ TurnSettings

TurnSettings CoverShooter.CharacterMotor.TurnSettings = TurnSettings.Default()

Settings for turning.

◆ Unscoped

Action CoverShooter.CharacterMotor.Unscoped

◆ Unzoomed

Action CoverShooter.CharacterMotor.Unzoomed

Executed after the character stops zooming in.

◆ UsedTool

Action CoverShooter.CharacterMotor.UsedTool

Executed after a tool was used.

◆ UsedToolAlternate

Action CoverShooter.CharacterMotor.UsedToolAlternate

Executed after an alternative mode of a tool was used.

◆ VaultSettings

VaultSettings CoverShooter.CharacterMotor.VaultSettings = VaultSettings.Default()

Settings for climbing.

◆ Weapon

WeaponDescription CoverShooter.CharacterMotor.Weapon = WeaponDescription.Default()

Weapon description of the weapon the character is to equip.

◆ WeaponChanged

Action CoverShooter.CharacterMotor.WeaponChanged

Executed when a weapon change stops and the character has a new weapon armed.

◆ WeaponChangeStarted

Action CoverShooter.CharacterMotor.WeaponChangeStarted

Executed when the weapon change starts.

◆ Weapons

WeaponDescription [] CoverShooter.CharacterMotor.Weapons

Deprecated.

Use Upgrade Weapon List button to update to the newer version of the asset.

◆ Zoomed

Action CoverShooter.CharacterMotor.Zoomed

Executed when the character starts zooming in.

◆ ZoomErrorMultiplier

float CoverShooter.CharacterMotor.ZoomErrorMultiplier = 0.75f

Gun accuracy increase when zooming in.

Multiplier gun error.

Property Documentation

◆ AccurateAimOrigin

Vector3 CoverShooter.CharacterMotor.AccurateAimOrigin
get

Aim origin as if the character is already aiming at the target.

◆ ActiveWeapon

WeaponDescription CoverShooter.CharacterMotor.ActiveWeapon
get

Weapon currently held or intended to be held in hands (EquippedWeapon is set to none in the middle of changing weapons whereas ActiveWeapon is not).

◆ AimForward

Vector3 CoverShooter.CharacterMotor.AimForward
get

Horizontal aim vector.

◆ AimOriginWithCoverOffset

Vector3 CoverShooter.CharacterMotor.AimOriginWithCoverOffset
get

Origin from which various aiming decisions and blending is performed.

Position is based on the current character position and no the virtual one.

◆ AimTarget

Vector3 CoverShooter.CharacterMotor.AimTarget
get

Position the body is aiming at.

◆ BodyAngle

float CoverShooter.CharacterMotor.BodyAngle
get

Degrees in world space of direction the character is intended to face.

◆ BodyLookTarget

Vector3 CoverShooter.CharacterMotor.BodyLookTarget
get

Position the body is rotated at.

◆ CanMoveInProcess

bool CoverShooter.CharacterMotor.CanMoveInProcess
get

Is the character currently in a process and that process allows movement.

◆ ClosestCoverPosition

Vector3 CoverShooter.CharacterMotor.ClosestCoverPosition
get

Closest position on the cover to the character.

Returns character position if no cover available.

◆ ConceptualAimOrigin

Vector3 CoverShooter.CharacterMotor.ConceptualAimOrigin
get

Origin from which various aiming decisions and blending is performed.

◆ Cover

Cover CoverShooter.CharacterMotor.Cover
get

Returns the object of the current taken cover.

◆ CoverDirection

int CoverShooter.CharacterMotor.CoverDirection
get

Currently faced direction in cover.

-1 for left, 1 for right.

◆ CurrentGrenade

Grenade CoverShooter.CharacterMotor.CurrentGrenade
get

Returns currently displayed grenade object in a hand.

◆ CurrentHeight

float CoverShooter.CharacterMotor.CurrentHeight
get

Returns current height of the capsule collider.

◆ EquippedWeapon

WeaponDescription CoverShooter.CharacterMotor.EquippedWeapon
get

Weapon currently held in hands.

◆ GroundTimer

float CoverShooter.CharacterMotor.GroundTimer
get

Time in seconds the character has stayed on the ground since last fall.

◆ GunDirection

Vector3 CoverShooter.CharacterMotor.GunDirection
get

Direction of the gun affected by recoil.

◆ GunOrigin

Vector3 CoverShooter.CharacterMotor.GunOrigin
get

Position of the currently held gun where bullets would appear.

◆ HasGrenadeInHand

bool CoverShooter.CharacterMotor.HasGrenadeInHand
get

Returns true if the character has a grenade in a hand

◆ HorizontalRecoil

float CoverShooter.CharacterMotor.HorizontalRecoil
get

Horizontal shift in degrees of the weapon affected by recoil.

◆ IsAiming

bool CoverShooter.CharacterMotor.IsAiming
get

Is currently aiming a gun or grenade.

◆ IsAimingGun

bool CoverShooter.CharacterMotor.IsAimingGun
get

Is aiming or intending to aim.

◆ IsAimingThroughCoverPlane

bool CoverShooter.CharacterMotor.IsAimingThroughCoverPlane
get

Is the line between the player and target blocked by a close cover.

Used to determine if the player should stand up when aiming from low cover.

◆ IsAimingTool

bool CoverShooter.CharacterMotor.IsAimingTool
get

Is aiming a tool.

◆ IsBlocking

bool CoverShooter.CharacterMotor.IsBlocking
get

Is the character currently blocking melee attacks.

◆ IsByAnOpenLeftCorner

bool CoverShooter.CharacterMotor.IsByAnOpenLeftCorner
get

Is the character by a tall cover's left corner they can take a peek from.

◆ IsByAnOpenRightCorner

bool CoverShooter.CharacterMotor.IsByAnOpenRightCorner
get

Is the character by a tall cover's right corner they can take a peek from.

◆ IsChangingWeapon

bool CoverShooter.CharacterMotor.IsChangingWeapon
get

Is currently switching to a different weapon or unequipping.

◆ IsChangingWeaponOrHasJustChanged

bool CoverShooter.CharacterMotor.IsChangingWeaponOrHasJustChanged
get

Is currently switching to a different weapon or has equipped in the last few frames.

◆ IsClimbingOrVaulting

bool CoverShooter.CharacterMotor.IsClimbingOrVaulting
get

Is character currently climbing or vaulting.

◆ IsCrouching

bool CoverShooter.CharacterMotor.IsCrouching
get

Is the character currently crouching.

◆ IsCrouchingInTallCover

bool CoverShooter.CharacterMotor.IsCrouchingInTallCover
get

Is the character currently in tall cover and crouching.

◆ IsFalling

bool CoverShooter.CharacterMotor.IsFalling
get

Is the character currently falling without control.

◆ IsGettingHit

bool CoverShooter.CharacterMotor.IsGettingHit
get

Is character currently acting in pain.

◆ IsGoingToSprint

bool CoverShooter.CharacterMotor.IsGoingToSprint
get

Is the character going to sprint.

True when already sprinting.

◆ IsGrounded

bool CoverShooter.CharacterMotor.IsGrounded
get

Is the character currently touching ground.

◆ IsGunReady

bool CoverShooter.CharacterMotor.IsGunReady
get

Is the gun not being changed or reloaded.

◆ IsGunScopeReady

bool CoverShooter.CharacterMotor.IsGunScopeReady
get

Is the current 'weapon' a gun and usable for scoping right now.

◆ IsInAimableState

bool CoverShooter.CharacterMotor.IsInAimableState
get

Can the character possibly use scope when aiming.

◆ IsInAnySideOffset

bool CoverShooter.CharacterMotor.IsInAnySideOffset
get

Is the motor currently either in or transitioning from or to side cover offset.

◆ IsInCameraAimableState

bool CoverShooter.CharacterMotor.IsInCameraAimableState
get

Can the camera zoom in right now for aiming.

◆ IsInCover

bool CoverShooter.CharacterMotor.IsInCover
get

Is the character currently in cover.

◆ IsInCoverOffset

bool CoverShooter.CharacterMotor.IsInCoverOffset
get

Is the motor currently fully in cover offset.

◆ IsInLowCover

bool CoverShooter.CharacterMotor.IsInLowCover
get

Is the character currently in low cover.

◆ IsInProcess

bool CoverShooter.CharacterMotor.IsInProcess
get

Is the motor currently in a custom process.

◆ IsInTallCover

bool CoverShooter.CharacterMotor.IsInTallCover
get

Is the character currently in tall cover.

◆ IsJumping

bool CoverShooter.CharacterMotor.IsJumping
get

Is the character currently jumping (false if it entered a long fall).

◆ IsLeftHandAimReady

bool CoverShooter.CharacterMotor.IsLeftHandAimReady
get

Should the character use IK to put the left hand in the correct position.

◆ IsLoadingBullet

bool CoverShooter.CharacterMotor.IsLoadingBullet
get

Is the motor currently loading a bullet.

◆ IsLoadingMagazine

bool CoverShooter.CharacterMotor.IsLoadingMagazine
get

Is the motor currently loading a magazine.

◆ IsLow

bool CoverShooter.CharacterMotor.IsLow
get

Is the character currently crouching or in low cover.

◆ IsMeleeReady

bool CoverShooter.CharacterMotor.IsMeleeReady
get

Is the weapon not being changed or reloaded.

◆ IsMoving

bool CoverShooter.CharacterMotor.IsMoving
get

Is the character currently moving.

◆ IsMovingToCoverOffset

bool CoverShooter.CharacterMotor.IsMovingToCoverOffset
get

Is the currently transitioning between cover offsets

◆ IsMovingToCoverOffsetAndCantAim

bool CoverShooter.CharacterMotor.IsMovingToCoverOffsetAndCantAim
get

Is the currently transitioning between cover offsets and the gun cannot be aimed

◆ IsNearLeftCorner

bool CoverShooter.CharacterMotor.IsNearLeftCorner
get

Is the character currently in cover and standing near the left corner.

◆ IsNearRightCorner

bool CoverShooter.CharacterMotor.IsNearRightCorner
get

Is the character currently in cover and standing near the right corner.

◆ IsPerformingCustomAction

bool CoverShooter.CharacterMotor.IsPerformingCustomAction
get

Is the motor currently performing a custom action.

◆ IsPerformingMelee

bool CoverShooter.CharacterMotor.IsPerformingMelee
get

Is the character currently performing a melee attack.

◆ IsPumping

bool CoverShooter.CharacterMotor.IsPumping
get

Is the motor currently pumping the weapon.

◆ IsReadyToThrowGrenade

bool CoverShooter.CharacterMotor.IsReadyToThrowGrenade
get

Returns true if the character has a grenade in hand and ready to throw it.

◆ IsReloading

bool CoverShooter.CharacterMotor.IsReloading
get

Is the weapon currently in any reload animation.

◆ IsReloadingAndNotAiming

bool CoverShooter.CharacterMotor.IsReloadingAndNotAiming
get

Is the weapon currently in any reload animation that prevents aiming.

◆ IsRolling

bool CoverShooter.CharacterMotor.IsRolling
get

Is the character currently rolling.

◆ IsScoping

bool CoverShooter.CharacterMotor.IsScoping
get

Is the motor using a scope on a weapon.

◆ IsSprinting

bool CoverShooter.CharacterMotor.IsSprinting
get

Is the character currently sprinting.

◆ IsStandingLeftInCover

bool CoverShooter.CharacterMotor.IsStandingLeftInCover
get

Is the character currently facing left in a cover.

◆ IsThrowingGrenade

bool CoverShooter.CharacterMotor.IsThrowingGrenade
get

Is the motor currently throwing or has just thrown a grenade.

◆ IsThrowingLeft

bool CoverShooter.CharacterMotor.IsThrowingLeft
get

Returns true if in current situation grenades would be thrown with the left hand.

◆ IsVaulting

bool CoverShooter.CharacterMotor.IsVaulting
get

Is character currently vaulting.

◆ IsWalkingInCover

bool CoverShooter.CharacterMotor.IsWalkingInCover
get

Was there any intended movement in cover.

◆ IsWalkingOrStanding

bool CoverShooter.CharacterMotor.IsWalkingOrStanding
get

Is the character currently walking or standing.

◆ IsWeaponReady

bool CoverShooter.CharacterMotor.IsWeaponReady
get

Is the gun not being changed or reloaded.

◆ IsWeaponScopeReady

bool CoverShooter.CharacterMotor.IsWeaponScopeReady
get

Is the weapon usable for scoping right now.

◆ IsZooming

bool CoverShooter.CharacterMotor.IsZooming
get

Is the motor aiming in on a weapon.

◆ LeftCover

Cover CoverShooter.CharacterMotor.LeftCover
get

Returns the object of the cover left to the current cover.

◆ Movement

float CoverShooter.CharacterMotor.Movement
get

Current movement speed.

◆ MovementDirection

Vector3 CoverShooter.CharacterMotor.MovementDirection
get

Current movement direction.

Zero if standing still.

◆ MovementError

float CoverShooter.CharacterMotor.MovementError
get

Accuracy error produced by movement.

◆ PotentialCover

Cover CoverShooter.CharacterMotor.PotentialCover
get

Returns cover object the character is closest to and able to take.

◆ PotentialGrenade

Grenade CoverShooter.CharacterMotor.PotentialGrenade
get

Grenade that would be potentially displayed in a hand if thrown.

◆ RightCover

Cover CoverShooter.CharacterMotor.RightCover
get

Returns the object of the cover right to the current cover.

◆ StandingHeight

float CoverShooter.CharacterMotor.StandingHeight
get

Returns height when standing.

◆ TargetHeight

float CoverShooter.CharacterMotor.TargetHeight
get

Height the capsule is reaching for.

◆ Top

Vector3 CoverShooter.CharacterMotor.Top
get

Position of the top of the capsule.

◆ VaultPosition

float CoverShooter.CharacterMotor.VaultPosition
get

Y coordinate of the character position before the vault.

◆ VerticalMeleeAngle

float CoverShooter.CharacterMotor.VerticalMeleeAngle
get

Vertical angle the motor is rotated towards when performing a melee attack.

◆ VerticalRecoil

float CoverShooter.CharacterMotor.VerticalRecoil
get

Vertical shift in degrees of the weapon affected by recoil.

◆ VirtualHead

Vector3 CoverShooter.CharacterMotor.VirtualHead
get

Virtual position at which the head is considered to be located.

◆ WantsToMaintainMirror

bool CoverShooter.CharacterMotor.WantsToMaintainMirror
get

Does the character have switched arms and wants to keep that for at least another frame.

◆ WasAimingGun

bool CoverShooter.CharacterMotor.WasAimingGun
get

Was the motor aiming a gun during a previous frame.

◆ WeaponEquipState

WeaponEquipState CoverShooter.CharacterMotor.WeaponEquipState
get

State of the weapon in character's hands.

◆ WouldAim

bool CoverShooter.CharacterMotor.WouldAim
get

Is the character in a state where they want to aim.


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