Inherited by plyGame.PlayerThirdPersonController, plyGame.PlayerTopDownController, and plyGame.PlayerTopDownNavController.
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override bool | MovementControlAllowed () |
| Return true if the character may accept input to generate movement. More...
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override bool | IsPlayer () |
| Override to tell plyGame this is a player character controller More...
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override void | SelectTarget (Targetable t) |
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override void | ClearTarget () |
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void | Save (string key) |
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void | Load (string key) |
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void | DeleteSaveData (string key) |
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void | DisablePersistence () |
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void | SelectTarget (GameObject go) |
| Called when a target is selected. et the selected target. If null or passed object is not a Targetable, then the selected target will be cleared. You should call base.SelectTarget() if you override this. More...
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virtual void | SetTargetInteract (GameObject go) |
| The gameObject as target interact. The character will try to move to it and face it before the Interact related events are triggered. More...
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virtual void | SetTargetInteract (Targetable t) |
| The character will try to move to it and face it before the Interact related events are triggered. More...
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virtual void | StopInteract () |
| Trigger event on currently active interact More...
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override Type | TargetableType () |
| You will not need to override this in a base class as it already returns Type.Character. More...
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override object | DataObject () |
| You will not need to override this in a base class as it already returns actor (as data object). More...
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virtual void | EnableControl (bool en) |
| Enable or Disable Input (or AI in case of NPCs). Call base.EnableControl() if you override this. More...
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virtual void | OnDeath () |
| Called when the character is killed. Call base.Death() if you override this. More...
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virtual void | SetMoveSpeed (float speed) |
| Set the movement speed of the character More...
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virtual void | SetTurnSpeed (float speed) |
| Set the turn speed of the character More...
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virtual float | MoveSpeed () |
| Return the current move speed being used. This defaults to returning moveSpeed but some controllers might override this if they have other movement speed types, for example running during a chase. More...
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virtual float | TurnSpeed () |
| Return the current turn speed being used. This defaults to returning turnSpeed but some controllers might override this if they have other movement speed types, for example running during a chase. More...
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virtual bool | Grounded () |
| Is the character touching the floor/ ground? More...
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virtual Vector3 | Velocity () |
| Character's current velocity More...
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virtual Vector3 | Movement () |
| The calculated move vector. Needed by animation controllers that controls root motion, like the basic mecanim controller. More...
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virtual bool | RequestFaceDirection (Vector3 direction, float delayAfter) |
| Turn the character to face in direction. Return false if this character controller do not accept requests to turn. Actor uses this to ask the character to look in direction it needs to perform a skill. The delayAfter determine how long the character will face the target direction, after reaching it and before returning to viewing in direction it is moving (if moving). More...
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virtual bool | RequestLookAt (Vector3 position, float delayAfter) |
| Turn the character to face the target location (position). Return false if this character controller do not accept requests to turn. Actor uses this to ask the character to look in a direction to perform skill. The delayAfter determine how long the character will face the target direction, after reaching it and before returning to viewing in direction is is moving (if moving). More...
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virtual bool | RequestMoveTo (Vector3 position, bool useFasterMovement) |
| Move the character to position. Return false if this character controller do not accept requests to move. Actor uses this to ask the character to move, for example when it needs the character to move closer to selected target or to perform a skill. More...
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virtual void | Stop () |
| Ask character to stop moving and/ or turning More...
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virtual void | StopAll () |
| Ask character to stop. Removing queued targets and stop moving. More...
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virtual bool | MustFaceToInteract () |
| Override to to specify when facing the object is not needed to interact with it. Default is True. More...
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bool | canMouseSelect = true |
| can the player make selections with the mouse
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bool | canMouseSelActor = true |
| can the player select characters/ actors with the mouse
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bool | canMouseSelItem = true |
| can the player select items with the mouse
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bool | canMouseSelObject = true |
| can the player select objects with the mouse
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float | mouseSelDistance = 100f |
| how far from the character mouse selection be performed
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int | mouseSelAngle = 360 |
| at what angle from character's forward can selection be done? (0 to 360) ( <=0 || >=360 will assume 360 )
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bool | clearSelectedOnFloorClick = true |
| Clear selected when click on floor.
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bool | canButtonSelect = true |
| can the player make selection with buttons (like TAB)
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bool | canButtonSelActor = true |
| can the player select/ target characters (actors) with a button
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bool | canButtonSelItem = true |
| can the player select an item with a button
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bool | canButtonSelObject = true |
| can the player select an object with a button
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float | buttonSelDistance = 10f |
| how far from the character can button selection be performed
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int | buttonSelAngle = 60 |
| at what angle from character's forward can selection be done? (0 to 360) (<=0 || >= 360 will assume 360)
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bool | autoMoveToInteract = true |
| should character move closer to target selected to interact with?
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bool | movementCanStopInteraction = true |
| Can movement call the Interact Stop events?
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bool | itemSelectInteract = true |
| is item selection the same as interaction?
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int | actionSlotCount = 10 |
| how many action slots there are
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bool | persistenceOn = false |
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bool | persistSpeed = true |
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float | moveSpeed = 5.0f |
| How fast the character should be moving when moving (or max speed it can reach)
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float | turnSpeed = 10.0f |
| How fast the character can turn when turning (or max turn speed)
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float | maxInteractDistance = 2f |
| max distance this character can be from something to interact with it
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ValidInteractTargets | validInteractTarget = (ValidInteractTargets.FriendlyActor | ValidInteractTargets.NeutralActor | ValidInteractTargets.RPGObject) |
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ResultCallback | onJump |
| Assign to this a delegate to respond to the character jumping. LegacyAnimControl for example hooks into this so it knows when to play the jump clip.
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GeneralCallback | onDeath |
| Assign to this a delegate to respond to the character dying. LegacyAnimControl for example hooks into this so it knows when to play the death clip.
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GeneralCallback | onDestroy |
| Assign to this a delegate to respond to this object being destroyed.
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ActionSlots | actionSlots [get, set] |
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Targetable | selectedTarget [get, set] |
| This character's currently selected Targetable object. For player controllers this would be what the player clicked on (characters, items and objects) last and for NPCs this would be what the AI selected (only other characters) More...
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Targetable | queuedInteract [get, set] |
| The object queued to be interacted with once character is in range and facing it. More...
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bool | Interacting [get] |
| True while the character is "interacting" with something. StopInteract() must be called to stop it. More...
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Actor | actor [get, set] |
| The Actor component of the character More...
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Transform | _tr [get, set] |
| The Transform component of the character More...
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bool | hint_DoNotMove [get, set] |
| If set then the character should not move. Normally set by actor when a skill being used do not allow movement. More...
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bool | controlEnabled [get, set] |
| Is control of the character enabled? Player characters should not accept input and an NPC's I should be off when this is false. More...
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Player character controller base class. You can choose to either derive from this or CharacterControllerbase. This class contain some useful helpers that you would have to re- implement if deriving a player controller from CharacterControllerbase.