Third Person Cover Shooter  1.6
CoverShooter.CoverAimState Struct Reference

Maintains state of aiming in cover. More...

Public Member Functions

void Update ()
 Updates current state. More...
 
void ImmediateEnter ()
 Immediately enters aiming without any transitions. More...
 
void ImmediateLeave ()
 Immediately cancels aiming without any transitions. More...
 
void Leave ()
 Starts off a transition to leave aiming. More...
 
void FreeAim (float angle)
 Turns on aiming immediately, used when not in cover. More...
 
void CoverAim (float angle)
 Starts off a transition to aim, used when in cover. More...
 
void WaitAim (float angle)
 Starts off a transition to aim, wait's for ImmediateAim() to finish it. More...
 

Public Attributes

const float TimeEnterToAim = 0.2f
 Time in seconds to enter the aiming state. More...
 
const float TimeAimToLeave = 0.15f
 Time in seconds to leave the aiming state. More...
 
AimStep Step
 Current state of aiming. More...
 
float Angle
 Degrees in world space to aim at. More...
 
bool IsZoomed
 Is currently using zoom. More...
 
float TimeLeftForNextStep
 Time in seconds to transition to the next step. More...
 
bool LeaveAfterAiming
 Will leave state of aiming immediately after entering. More...
 

Properties

bool IsAiming [get]
 Is in aiming state or currently tansitioning to it. More...
 

Detailed Description

Maintains state of aiming in cover.

Member Function Documentation

◆ CoverAim()

void CoverShooter.CoverAimState.CoverAim ( float  angle)

Starts off a transition to aim, used when in cover.

Parameters
angleDegrees in world space to point the gun at.

◆ FreeAim()

void CoverShooter.CoverAimState.FreeAim ( float  angle)

Turns on aiming immediately, used when not in cover.

Parameters
angleDegrees in world space to point the gun at.

◆ ImmediateEnter()

void CoverShooter.CoverAimState.ImmediateEnter ( )

Immediately enters aiming without any transitions.

◆ ImmediateLeave()

void CoverShooter.CoverAimState.ImmediateLeave ( )

Immediately cancels aiming without any transitions.

◆ Leave()

void CoverShooter.CoverAimState.Leave ( )

Starts off a transition to leave aiming.

◆ Update()

void CoverShooter.CoverAimState.Update ( )

Updates current state.

◆ WaitAim()

void CoverShooter.CoverAimState.WaitAim ( float  angle)

Starts off a transition to aim, wait's for ImmediateAim() to finish it.

Parameters
angleDegrees in world space to point the gun at.

Member Data Documentation

◆ Angle

float CoverShooter.CoverAimState.Angle

Degrees in world space to aim at.

◆ IsZoomed

bool CoverShooter.CoverAimState.IsZoomed

Is currently using zoom.

◆ LeaveAfterAiming

bool CoverShooter.CoverAimState.LeaveAfterAiming

Will leave state of aiming immediately after entering.

◆ Step

AimStep CoverShooter.CoverAimState.Step

Current state of aiming.

◆ TimeAimToLeave

const float CoverShooter.CoverAimState.TimeAimToLeave = 0.15f

Time in seconds to leave the aiming state.

◆ TimeEnterToAim

const float CoverShooter.CoverAimState.TimeEnterToAim = 0.2f

Time in seconds to enter the aiming state.

◆ TimeLeftForNextStep

float CoverShooter.CoverAimState.TimeLeftForNextStep

Time in seconds to transition to the next step.

Property Documentation

◆ IsAiming

bool CoverShooter.CoverAimState.IsAiming
get

Is in aiming state or currently tansitioning to it.


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