Cover state held by a CharacterMotor.
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◆ Clear()
void CoverShooter.CoverState.Clear |
( |
| ) |
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◆ FaceAngle()
float CoverShooter.CoverState.FaceAngle |
( |
bool |
isCrouching | ) |
|
Degrees in world space of the direction the character is currently facing.
For tall covers it points away from the cover.
◆ Maintain()
void CoverShooter.CoverState.Maintain |
( |
CoverSearch |
search, |
|
|
Vector3 |
observer |
|
) |
| |
Takes cover based on the given search only if it was already adjacent to the previously held cover.
- Parameters
-
search | Cover search. |
observer | Position of the character. |
◆ MoveToLeftAdjacent()
void CoverShooter.CoverState.MoveToLeftAdjacent |
( |
| ) |
|
Change current cover to the left adjacent cover.
◆ MoveToRightAdjacent()
void CoverShooter.CoverState.MoveToRightAdjacent |
( |
| ) |
|
Change current cover to the right adjacent cover.
◆ StandLeft()
void CoverShooter.CoverState.StandLeft |
( |
| ) |
|
Sets the facing direction to left.
◆ StandRight()
void CoverShooter.CoverState.StandRight |
( |
| ) |
|
Sets the facing direction to right.
◆ Take()
bool CoverShooter.CoverState.Take |
( |
CoverSearch |
search, |
|
|
Vector3 |
observer |
|
) |
| |
Takes cover based on the given search.
- Parameters
-
search | Cover search. |
observer | Position of the character. |
- Returns
- Was the cover taken.
◆ Direction
int CoverShooter.CoverState.Direction |
Currently held face direction.
-1 equals left, 1 equals right.
◆ LeftAdjacent
Cover CoverShooter.CoverState.LeftAdjacent |
Cover adjacent to the main cover.
Only covers within a certain distance are marked as adjacent.
◆ Main
Cover CoverShooter.CoverState.Main |
Cover component of the currently used cover object.
◆ Observer
Vector3 CoverShooter.CoverState.Observer |
◆ RightAdjacent
Cover CoverShooter.CoverState.RightAdjacent |
Cover adjacent to the main cover.
Only covers within a certain distance are marked as adjacent.
◆ TallThreshold
const float CoverShooter.CoverState.TallThreshold = 1.1f |
Minimal height of a cover for it to be marked as tall.
◆ ForwardAngle
float CoverShooter.CoverState.ForwardAngle |
|
get |
Degrees in world space of the direction going away from the character towards the cover.
◆ ForwardDirection
Vector3 CoverShooter.CoverState.ForwardDirection |
|
get |
Direction from the character towards the cover.
◆ HasLeftAdjacent
bool CoverShooter.CoverState.HasLeftAdjacent |
|
get |
Is there a cover adjacent to the left of the current cover.
◆ HasLeftCorner
bool CoverShooter.CoverState.HasLeftCorner |
|
get |
Is there a corner on the left of the cover the character can use.
◆ HasRightAdjacent
bool CoverShooter.CoverState.HasRightAdjacent |
|
get |
Is there a cover adjacent to the right of the current cover.
◆ HasRightCorner
bool CoverShooter.CoverState.HasRightCorner |
|
get |
Is there a corner on the right of the cover the character can use.
◆ In
bool CoverShooter.CoverState.In |
|
get |
Is the character currently in cover.
◆ IsLeftAdjacentTall
bool CoverShooter.CoverState.IsLeftAdjacentTall |
|
get |
Is the left adjacent cover tall.
◆ IsRightAdjacentTall
bool CoverShooter.CoverState.IsRightAdjacentTall |
|
get |
Is the right adjacent cover tall.
◆ IsStandingLeft
bool CoverShooter.CoverState.IsStandingLeft |
|
get |
Is the character currently facing left of the cover.
◆ IsStandingRight
bool CoverShooter.CoverState.IsStandingRight |
|
get |
Is the character currently facing right of the cover.
◆ IsTall
bool CoverShooter.CoverState.IsTall |
|
get |
◆ LeftAdjacentAngle
float CoverShooter.CoverState.LeftAdjacentAngle |
|
get |
Angle between the main cover and the left adjacent cover.
◆ MovementAngle
float CoverShooter.CoverState.MovementAngle |
|
get |
Degrees in world space of the direction the character would take if walking forward.
◆ RightAngleDiff
float CoverShooter.CoverState.RightAngleDiff |
|
get |
Angle between the main cover and the right adjacent cover.
◆ Width
float CoverShooter.CoverState.Width |
|
get |
Width of the currently held cover object.
The documentation for this struct was generated from the following file:
- E:/Projects/tpcs/Assets/ThirdPersonCoverShooter/Scripts/Cover/CoverState.cs