Add this component to a Weapon and you'll be able to aim it (meaning you'll rotate it) Supported control modes are mouse, primary movement (you aim wherever you direct your character) and secondary movement (using a secondary axis, separate from the movement).
More...
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AimControls | AimControl = AimControls.SecondaryMovement |
| the aim control mode of choice (off : no control, primary movement (typically your left stick), secondary (right stick), mouse, script : when you want a script to drive your aim (typically for AI, but not only) More...
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RotationModes | RotationMode = RotationModes.Free |
| the rotation mode More...
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float | WeaponRotationSpeed = 1f |
| the the speed at which the weapon reaches its new position. Set it to zero if you want movement to directly follow input More...
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bool | InstantFlip = false |
| if this is true, a flip will be instant, regardless of the weapon rotation speed More...
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bool | PreventAimWhileWeaponIsInUse = false |
| if this is true, you won't be able to aim this weapon's aim while it's in use More...
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float | MinimumAngle = -180f |
| the minimum angle at which the weapon's rotation will be clamped More...
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float | MaximumAngle = 180f |
| the maximum angle at which the weapon's rotation will be clamped More...
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bool | IgnoreSlopeRotation = false |
| if this is true, slope rotation will be ignored More...
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bool | IgnoreDownWhenGrounded = false |
| if this is true, aiming down won't impact this WeaponAim, similar to how Contra games do it More...
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GameObject | Reticle |
| the gameobject to display as the aim's reticle/crosshair. Leave it blank if you don't want a reticle More...
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bool | DisplayReticle = true |
| if set to false, the reticle won't be added and displayed More...
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float | ReticleDistance |
| the distance at which the reticle will be from the weapon More...
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float | ReticleZPosition |
| the z position of the reticle More...
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bool | ReticleAtMousePosition |
| if set to true, the reticle will be placed at the mouse's position (like a pointer) More...
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bool | RotateReticle = false |
| if set to true, the reticle will rotate on itself to reflect the weapon's rotation. If not it'll remain stable. More...
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bool | ReplaceMousePointer = true |
| if set to true, the reticle will replace the mouse pointer More...
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bool | DisableReticleOnDeath = true |
| whether or not the reticle should be hidden when the character is dead More...
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Add this component to a Weapon and you'll be able to aim it (meaning you'll rotate it) Supported control modes are mouse, primary movement (you aim wherever you direct your character) and secondary movement (using a secondary axis, separate from the movement).
◆ AimControls
the list of possible control modes
Enumerator |
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Off | |
PrimaryMovement | |
SecondaryMovement | |
Mouse | |
Script | |
◆ RotationModes
the list of possible rotation modes
Enumerator |
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Free | |
Strict4Directions | |
Strict8Directions | |
◆ AddAdditionalAngle()
virtual void MoreMountains.CorgiEngine.WeaponAim.AddAdditionalAngle |
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float |
addedAngle | ) |
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virtual |
◆ DetermineWeaponRotation()
virtual void MoreMountains.CorgiEngine.WeaponAim.DetermineWeaponRotation |
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protectedvirtual |
Determines the weapon rotation based on the current aim direction
◆ GetCurrentAim()
virtual void MoreMountains.CorgiEngine.WeaponAim.GetCurrentAim |
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protectedvirtual |
Computes the current aim direction
◆ HideReticle()
virtual void MoreMountains.CorgiEngine.WeaponAim.HideReticle |
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protectedvirtual |
Handles the hiding of the reticle and cursor
◆ Initialization()
virtual void MoreMountains.CorgiEngine.WeaponAim.Initialization |
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protectedvirtual |
Grabs the weapon component, initializes the angle values
◆ InitializeReticle()
virtual void MoreMountains.CorgiEngine.WeaponAim.InitializeReticle |
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protectedvirtual |
If a reticle has been set, instantiates the reticle and positions it
◆ LateUpdate()
virtual void MoreMountains.CorgiEngine.WeaponAim.LateUpdate |
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protectedvirtual |
Every frame, we compute the aim direction and rotate the weapon accordingly
◆ MoveReticle()
virtual void MoreMountains.CorgiEngine.WeaponAim.MoveReticle |
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protectedvirtual |
Every frame, moves the reticle if it's been told to follow the pointer
◆ ResetAdditionalAngle()
virtual void MoreMountains.CorgiEngine.WeaponAim.ResetAdditionalAngle |
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◆ ResetCurrentAimMultiplier()
virtual void MoreMountains.CorgiEngine.WeaponAim.ResetCurrentAimMultiplier |
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protectedvirtual |
Resets the current aim multiplier at the end of the frame
◆ RotateWeapon()
virtual void MoreMountains.CorgiEngine.WeaponAim.RotateWeapon |
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Quaternion |
newRotation | ) |
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protectedvirtual |
Rotates the weapon, optionnally applying a lerp to it.
- Parameters
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◆ SetCurrentAim()
virtual void MoreMountains.CorgiEngine.WeaponAim.SetCurrentAim |
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Vector3 |
newAim | ) |
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virtual |
Aims the weapon towards a new point
- Parameters
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◆ Start()
virtual void MoreMountains.CorgiEngine.WeaponAim.Start |
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protectedvirtual |
On Start(), we trigger the initialization
◆ _additionalAngle
float MoreMountains.CorgiEngine.WeaponAim._additionalAngle |
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protected |
◆ _characterGravity
◆ _controller
◆ _currentAim
Vector3 MoreMountains.CorgiEngine.WeaponAim._currentAim = Vector3.zero |
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protected |
◆ _direction
Vector3 MoreMountains.CorgiEngine.WeaponAim._direction |
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protected |
◆ _initialRotation
Quaternion MoreMountains.CorgiEngine.WeaponAim._initialRotation |
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protected |
◆ _lookRotation
Quaternion MoreMountains.CorgiEngine.WeaponAim._lookRotation |
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◆ _mainCamera
Camera MoreMountains.CorgiEngine.WeaponAim._mainCamera |
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◆ _mousePosition
Vector3 MoreMountains.CorgiEngine.WeaponAim._mousePosition |
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◆ _possibleAngleValues
float [] MoreMountains.CorgiEngine.WeaponAim._possibleAngleValues |
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◆ _regularHorizontalAimMultiplier
Vector2 MoreMountains.CorgiEngine.WeaponAim._regularHorizontalAimMultiplier = new Vector2(1f, 1f) |
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◆ _reticle
GameObject MoreMountains.CorgiEngine.WeaponAim._reticle |
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◆ _reticlePosition
Vector3 MoreMountains.CorgiEngine.WeaponAim._reticlePosition |
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◆ _weapon
Weapon MoreMountains.CorgiEngine.WeaponAim._weapon |
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protected |
◆ _weapons
List<Weapon> MoreMountains.CorgiEngine.WeaponAim._weapons |
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protected |
◆ AimControl
the aim control mode of choice (off : no control, primary movement (typically your left stick), secondary (right stick), mouse, script : when you want a script to drive your aim (typically for AI, but not only)
◆ DisableReticleOnDeath
bool MoreMountains.CorgiEngine.WeaponAim.DisableReticleOnDeath = true |
whether or not the reticle should be hidden when the character is dead
◆ DisplayReticle
bool MoreMountains.CorgiEngine.WeaponAim.DisplayReticle = true |
if set to false, the reticle won't be added and displayed
◆ IgnoreDownWhenGrounded
bool MoreMountains.CorgiEngine.WeaponAim.IgnoreDownWhenGrounded = false |
if this is true, aiming down won't impact this WeaponAim, similar to how Contra games do it
◆ IgnoreSlopeRotation
bool MoreMountains.CorgiEngine.WeaponAim.IgnoreSlopeRotation = false |
if this is true, slope rotation will be ignored
◆ InstantFlip
bool MoreMountains.CorgiEngine.WeaponAim.InstantFlip = false |
if this is true, a flip will be instant, regardless of the weapon rotation speed
◆ MaximumAngle
float MoreMountains.CorgiEngine.WeaponAim.MaximumAngle = 180f |
the maximum angle at which the weapon's rotation will be clamped
◆ MinimumAngle
float MoreMountains.CorgiEngine.WeaponAim.MinimumAngle = -180f |
the minimum angle at which the weapon's rotation will be clamped
◆ PreventAimWhileWeaponIsInUse
bool MoreMountains.CorgiEngine.WeaponAim.PreventAimWhileWeaponIsInUse = false |
if this is true, you won't be able to aim this weapon's aim while it's in use
◆ ReplaceMousePointer
bool MoreMountains.CorgiEngine.WeaponAim.ReplaceMousePointer = true |
if set to true, the reticle will replace the mouse pointer
◆ Reticle
GameObject MoreMountains.CorgiEngine.WeaponAim.Reticle |
the gameobject to display as the aim's reticle/crosshair. Leave it blank if you don't want a reticle
◆ ReticleAtMousePosition
bool MoreMountains.CorgiEngine.WeaponAim.ReticleAtMousePosition |
if set to true, the reticle will be placed at the mouse's position (like a pointer)
◆ ReticleDistance
float MoreMountains.CorgiEngine.WeaponAim.ReticleDistance |
the distance at which the reticle will be from the weapon
◆ ReticleZPosition
float MoreMountains.CorgiEngine.WeaponAim.ReticleZPosition |
the z position of the reticle
◆ RotateReticle
bool MoreMountains.CorgiEngine.WeaponAim.RotateReticle = false |
if set to true, the reticle will rotate on itself to reflect the weapon's rotation. If not it'll remain stable.
◆ RotationMode
◆ WasFacingRightLastFrame
bool MoreMountains.CorgiEngine.WeaponAim.WasFacingRightLastFrame |
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protected |
◆ WeaponRotationSpeed
float MoreMountains.CorgiEngine.WeaponAim.WeaponRotationSpeed = 1f |
the the speed at which the weapon reaches its new position. Set it to zero if you want movement to directly follow input
◆ CurrentAimMultiplier
Vector2 MoreMountains.CorgiEngine.WeaponAim.CurrentAimMultiplier |
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getset |
◆ CurrentAngle
float MoreMountains.CorgiEngine.WeaponAim.CurrentAngle |
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getprotected set |
the current angle the weapon is aiming at
◆ CurrentAngleRelative
float MoreMountains.CorgiEngine.WeaponAim.CurrentAngleRelative |
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get |
the current angle the weapon is aiming at, adjusted to compensate for the current orientation of the character
◆ CurrentRotation
virtual Quaternion MoreMountains.CorgiEngine.WeaponAim.CurrentRotation |
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get |
the weapon's current rotation
The documentation for this class was generated from the following file:
- Assets/CorgiEngine/Common/Scripts/Agents/Weapons/WeaponAim.cs