Third Person Cover Shooter
1.6
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Takes touch screen input and translates that to Character Motor commands. More...
Public Attributes | |
bool | AlwaysAim = true |
Is the character always aiming in camera direction when not in cover. More... | |
bool | AutoReload = true |
Should the controller automatically reload once the weapon magazine is empty. More... | |
float | AutoAimPrecision = 30 |
Maximum target angle difference for the character to aim precisely at an enemy. More... | |
float | AutoAimDistance = 20 |
Maximum target distance for the character to aim precisely at an enemy. More... | |
float | FirePrecision = 25 |
Maximum ngle difference between the current and intended orientations of the character for it to fire. More... | |
bool | IsCrouching = false |
Is the character now crouching. More... | |
float | PostFireDelay = 0.5f |
How long to maintain the aim direction before aiming torwards the direction of running. More... | |
CharacterSpeed | Speed = CharacterSpeed.Run |
Movement speed. More... | |
GameObject | Disabler |
Input is ignored when a disabler is active. More... | |
Vector3 | Forward = Vector3.forward |
Forward direction relative to the camera. More... | |
bool | HasMovement |
Should the movement value be used. More... | |
Vector2 | Movement = Vector2.zero |
Movement direction, valid only if HasMovement is set to true. More... | |
bool | HasAiming |
Should the aim value be used. More... | |
float | Magnitude |
Magnitude of the aiming. More... | |
bool | IsAllowedToFire |
Can attempt to fire (depending on the gun settings) when aiming. More... | |
Vector2 | Aiming = Vector2.zero |
Direction to aim to, valid only if IsAiming is set to true. More... | |
GameObject | ExplosionPreview |
Prefab to instantiate to display grenade explosion preview. More... | |
GameObject | PathPreview |
Prefab to instantiate to display grenade path preview. More... | |
Takes touch screen input and translates that to Character Motor commands.
Player input is generated using canvas objects containing components like Touch Movement or Touch Aiming. Those canvas components must be linked with the Mobile Controller. When throwing a grenade, displays a grenade preview using prefabs containing Path Preview and Explosion Preview components.
Vector2 CoverShooter.MobileController.Aiming = Vector2.zero |
Direction to aim to, valid only if IsAiming is set to true.
bool CoverShooter.MobileController.AlwaysAim = true |
Is the character always aiming in camera direction when not in cover.
float CoverShooter.MobileController.AutoAimDistance = 20 |
Maximum target distance for the character to aim precisely at an enemy.
float CoverShooter.MobileController.AutoAimPrecision = 30 |
Maximum target angle difference for the character to aim precisely at an enemy.
bool CoverShooter.MobileController.AutoReload = true |
Should the controller automatically reload once the weapon magazine is empty.
GameObject CoverShooter.MobileController.Disabler |
Input is ignored when a disabler is active.
GameObject CoverShooter.MobileController.ExplosionPreview |
Prefab to instantiate to display grenade explosion preview.
float CoverShooter.MobileController.FirePrecision = 25 |
Maximum ngle difference between the current and intended orientations of the character for it to fire.
Vector3 CoverShooter.MobileController.Forward = Vector3.forward |
Forward direction relative to the camera.
bool CoverShooter.MobileController.HasAiming |
Should the aim value be used.
bool CoverShooter.MobileController.HasMovement |
Should the movement value be used.
bool CoverShooter.MobileController.IsAllowedToFire |
Can attempt to fire (depending on the gun settings) when aiming.
bool CoverShooter.MobileController.IsCrouching = false |
Is the character now crouching.
float CoverShooter.MobileController.Magnitude |
Magnitude of the aiming.
Used for grenade angle.
Vector2 CoverShooter.MobileController.Movement = Vector2.zero |
Movement direction, valid only if HasMovement is set to true.
GameObject CoverShooter.MobileController.PathPreview |
Prefab to instantiate to display grenade path preview.
float CoverShooter.MobileController.PostFireDelay = 0.5f |
How long to maintain the aim direction before aiming torwards the direction of running.
CharacterSpeed CoverShooter.MobileController.Speed = CharacterSpeed.Run |
Movement speed.