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Transform | Sight |
| Sight transform that was found inside the character's head object. More...
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◆ GetBone()
Transform CoverShooter.CharacterIK.GetBone |
( |
HumanBodyBones |
bone | ) |
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◆ Hit()
void CoverShooter.CharacterIK.Hit |
( |
Vector3 |
normal, |
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float |
strength, |
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float |
wait |
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) |
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Applies a transformation based on the bullet direction.
◆ ImmediateArmAim()
void CoverShooter.CharacterIK.ImmediateArmAim |
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Immediately sets arm aim intensity to 1.
◆ Mirror()
void CoverShooter.CharacterIK.Mirror |
( |
Transform |
right, |
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Transform |
left, |
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bool |
preferSwapping |
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) |
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Swaps right and left hands.
◆ Setup()
Set up the character IK when creating the character.
Finds bone chains.
◆ Skip()
void CoverShooter.CharacterIK.Skip |
( |
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Set timers and intensities to zero.
◆ Unmirror()
void CoverShooter.CharacterIK.Unmirror |
( |
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Unswaps right and left hands.
◆ Update()
void CoverShooter.CharacterIK.Update |
( |
IKConfig |
config | ) |
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◆ Sight
Transform CoverShooter.CharacterIK.Sight |
Sight transform that was found inside the character's head object.
◆ HasSwitchedHands
bool CoverShooter.CharacterIK.HasSwitchedHands |
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get |
Is the main hand currently left.
◆ IsAimingArms
bool CoverShooter.CharacterIK.IsAimingArms |
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get |
True if arm aim intensity is at least 90%.
The documentation for this struct was generated from the following file:
- E:/Projects/tpcs/Assets/ThirdPersonCoverShooter/Scripts/Character/CharacterIK.cs