TopDown Engine
v4.2
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Public Types | |
enum | AimControls { AimControls.Off, AimControls.PrimaryMovement, AimControls.SecondaryMovement, AimControls.Mouse, AimControls.Script, AimControls.SecondaryThenPrimaryMovement, AimControls.PrimaryThenSecondaryMovement, AimControls.CharacterRotateCameraDirection } |
the list of possible control modes More... | |
enum | RotationModes { RotationModes.Free, RotationModes.Strict2Directions, RotationModes.Strict4Directions, RotationModes.Strict8Directions } |
the list of possible rotation modes More... | |
enum | ReticleTypes { ReticleTypes.None, ReticleTypes.Scene, ReticleTypes.UI } |
the possible types of reticles More... | |
Public Member Functions | |
virtual void | ApplyAim () |
virtual void | SetCurrentAim (Vector3 newAim, bool setAimAsLastNonNullMovement=false) |
Aims the weapon towards a new point More... | |
virtual Vector3 | GetReticlePosition () |
Returns the position of the reticle More... | |
virtual Vector3 | GetMousePosition () |
Returns the current mouse position More... | |
virtual void | RemoveReticle () |
Removes any remaining reticle More... | |
virtual void | AddAdditionalAngle (float addedAngle) |
Adds additional angle to the weapon's rotation More... | |
void | OnMMEvent (TopDownEngineEvent engineEvent) |
Public Member Functions inherited from MoreMountains.Tools.MMEventListener< TopDownEngineEvent > | |
void | OnMMEvent (T eventType) |
Public Attributes | |
AimControls | AimControl = AimControls.SecondaryMovement |
the aim control mode More... | |
bool | AimControlActive = true |
if this is true, this script will be able to read input from its specified AimControl mode More... | |
RotationModes | RotationMode = RotationModes.Free |
the rotation mode More... | |
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... | |
float | MinimumAngle = -180f |
the minimum angle at which the weapon's rotation will be clamped More... | |
float | MaximumAngle = 180f |
the maximum angle at which the weapon's rotation will be clamped More... | |
float | MinimumMagnitude = 0.2f |
the minimum threshold at which the weapon's rotation magnitude will be considered More... | |
ReticleTypes | ReticleType = ReticleTypes.None |
Defines whether the reticle is placed in the scene or in the UI. More... | |
GameObject | Reticle |
the gameobject to display as the aim's reticle/crosshair. Leave it blank if you don't want a reticle More... | |
float | ReticleDistance |
the distance at which the reticle will be from the weapon More... | |
float | ReticleHeight |
the height at which the reticle should position itself above the ground, when in Scene mode More... | |
bool | ReticleAtMousePosition |
if set to true, the reticle will be placed at the mouse's position (like a pointer) More... | |
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... | |
bool | ReplaceMousePointer = true |
if set to true, the reticle will replace the mouse pointer More... | |
float | MouseDeadZoneRadius = 0.5f |
the radius around the weapon rotation centre where the mouse will be ignored, to avoid glitches More... | |
bool | DisplayReticle = true |
if set to false, the reticle won't be added and displayed More... | |
bool | MoveCameraTargetTowardsReticle = false |
whether the camera target should be moved towards the reticle to provide a better vision of the possible target. If you don't have a reticle, it'll be moved towards your aim direction. More... | |
float | CameraTargetOffset = 0.3f |
the offset to apply to the camera target along the transform / reticle line More... | |
float | CameraTargetMaxDistance = 10f |
the maximum distance at which to move the camera target More... | |
float | CameraTargetSpeed = 5f |
the speed at which the camera target should be moved More... | |
virtual GameObject | ReticleInstance => _reticle |
the instance of the reticle in the scene, if this weapon has one More... | |
virtual Weapon | TargetWeapon => _weapon |
Protected Member Functions | |
virtual void | Start () |
On Start(), we trigger the initialization More... | |
virtual void | Initialization () |
Grabs the weapon component, initializes the angle values More... | |
virtual void | GetCurrentAim () |
virtual void | Update () |
Every frame, we compute the aim direction and rotate the weapon accordingly More... | |
virtual void | LateUpdate () |
On LateUpdate, resets any additional angle More... | |
virtual void | DetermineWeaponRotation () |
Determines the weapon's rotation More... | |
virtual void | MoveReticle () |
Moves the weapon's reticle More... | |
virtual void | RotateWeapon (Quaternion newRotation, bool forceInstant=false) |
Rotates the weapon, optionnally applying a lerp to it. More... | |
virtual void | AimAt (Vector3 target) |
virtual void | InitializeReticle () |
If a reticle has been set, instantiates the reticle and positions it More... | |
virtual void | MoveTarget () |
This method defines how the character's camera target should move More... | |
virtual void | HideReticle () |
Hides (or shows) the reticle based on the DisplayReticle setting More... | |
virtual void | HideMousePointer () |
Hides or show the mouse pointer based on the settings More... | |
void | OnDestroy () |
On Destroy, we reinstate our cursor if needed More... | |
virtual void | ResetAdditionalAngle () |
Resets the additional angle More... | |
virtual void | AutoDetectWeaponMode () |
virtual void | OnEnable () |
On enable we start listening for events More... | |
virtual void | OnDisable () |
On disable we stop listening for events More... | |
Protected Attributes | |
Camera | _mainCamera |
Vector2 | _lastNonNullMovement |
Weapon | _weapon |
Vector3 | _currentAim = Vector3.zero |
Vector3 | _currentAimAbsolute = Vector3.zero |
Quaternion | _lookRotation |
Vector3 | _direction |
float[] | _possibleAngleValues |
Vector3 | _mousePosition |
Vector3 | _lastMousePosition |
float | _additionalAngle |
Quaternion | _initialRotation |
Plane | _playerPlane |
GameObject | _reticle |
Vector3 | _reticlePosition |
Vector3 | _newCamTargetPosition |
Vector3 | _newCamTargetDirection |
bool | _initialized = false |
Vector3 | _aimAtDirection |
Quaternion | _aimAtQuaternion |
Properties | |
virtual float | CurrentAngleAbsolute [get, protected set] |
virtual Quaternion | CurrentRotation [get] |
the weapon's current rotation More... | |
virtual Vector3 | CurrentAim [get] |
the weapon's current direction More... | |
virtual Vector3 | CurrentAimAbsolute [get] |
the weapon's current direction, absolute (flip independent) More... | |
virtual float | CurrentAngle [get, protected set] |
the current angle the weapon is aiming at More... | |
virtual float | CurrentAngleRelative [get] |
the current angle the weapon is aiming at, adjusted to compensate for the current orientation of the character More... | |
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Adds additional angle to the weapon's rotation
addedAngle |
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Reimplemented in MoreMountains.TopDownEngine.WeaponAim3D.
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Determines the weapon's rotation
Reimplemented in MoreMountains.TopDownEngine.WeaponAim2D, and MoreMountains.TopDownEngine.WeaponAim3D.
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Reimplemented in MoreMountains.TopDownEngine.WeaponAim2D, and MoreMountains.TopDownEngine.WeaponAim3D.
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Returns the current mouse position
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Returns the position of the reticle
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Hides or show the mouse pointer based on the settings
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Hides (or shows) the reticle based on the DisplayReticle setting
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Grabs the weapon component, initializes the angle values
Reimplemented in MoreMountains.TopDownEngine.WeaponAim3D, and MoreMountains.TopDownEngine.WeaponAim2D.
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If a reticle has been set, instantiates the reticle and positions it
Reimplemented in MoreMountains.TopDownEngine.WeaponAim2D, and MoreMountains.TopDownEngine.WeaponAim3D.
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On LateUpdate, resets any additional angle
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Moves the weapon's reticle
Reimplemented in MoreMountains.TopDownEngine.WeaponAim2D, and MoreMountains.TopDownEngine.WeaponAim3D.
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This method defines how the character's camera target should move
Reimplemented in MoreMountains.TopDownEngine.WeaponAim2D, and MoreMountains.TopDownEngine.WeaponAim3D.
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On Destroy, we reinstate our cursor if needed
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On disable we stop listening for events
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On enable we start listening for events
void MoreMountains.TopDownEngine.WeaponAim.OnMMEvent | ( | TopDownEngineEvent | engineEvent | ) |
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Removes any remaining reticle
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Resets the additional angle
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Rotates the weapon, optionnally applying a lerp to it.
newRotation | New rotation. |
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Aims the weapon towards a new point
newAim | New aim. |
Reimplemented in MoreMountains.TopDownEngine.WeaponAim3D, and MoreMountains.TopDownEngine.WeaponAim2D.
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On Start(), we trigger the initialization
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Every frame, we compute the aim direction and rotate the weapon accordingly
Reimplemented in MoreMountains.TopDownEngine.WeaponAim2D, and MoreMountains.TopDownEngine.WeaponAim3D.
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AimControls MoreMountains.TopDownEngine.WeaponAim.AimControl = AimControls.SecondaryMovement |
the aim control mode
bool MoreMountains.TopDownEngine.WeaponAim.AimControlActive = true |
if this is true, this script will be able to read input from its specified AimControl mode
float MoreMountains.TopDownEngine.WeaponAim.CameraTargetMaxDistance = 10f |
the maximum distance at which to move the camera target
float MoreMountains.TopDownEngine.WeaponAim.CameraTargetOffset = 0.3f |
the offset to apply to the camera target along the transform / reticle line
float MoreMountains.TopDownEngine.WeaponAim.CameraTargetSpeed = 5f |
the speed at which the camera target should be moved
bool MoreMountains.TopDownEngine.WeaponAim.DisplayReticle = true |
if set to false, the reticle won't be added and displayed
float MoreMountains.TopDownEngine.WeaponAim.MaximumAngle = 180f |
the maximum angle at which the weapon's rotation will be clamped
float MoreMountains.TopDownEngine.WeaponAim.MinimumAngle = -180f |
the minimum angle at which the weapon's rotation will be clamped
float MoreMountains.TopDownEngine.WeaponAim.MinimumMagnitude = 0.2f |
the minimum threshold at which the weapon's rotation magnitude will be considered
float MoreMountains.TopDownEngine.WeaponAim.MouseDeadZoneRadius = 0.5f |
the radius around the weapon rotation centre where the mouse will be ignored, to avoid glitches
bool MoreMountains.TopDownEngine.WeaponAim.MoveCameraTargetTowardsReticle = false |
whether the camera target should be moved towards the reticle to provide a better vision of the possible target. If you don't have a reticle, it'll be moved towards your aim direction.
bool MoreMountains.TopDownEngine.WeaponAim.ReplaceMousePointer = true |
if set to true, the reticle will replace the mouse pointer
GameObject MoreMountains.TopDownEngine.WeaponAim.Reticle |
the gameobject to display as the aim's reticle/crosshair. Leave it blank if you don't want a reticle
bool MoreMountains.TopDownEngine.WeaponAim.ReticleAtMousePosition |
if set to true, the reticle will be placed at the mouse's position (like a pointer)
float MoreMountains.TopDownEngine.WeaponAim.ReticleDistance |
the distance at which the reticle will be from the weapon
float MoreMountains.TopDownEngine.WeaponAim.ReticleHeight |
the height at which the reticle should position itself above the ground, when in Scene mode
virtual GameObject MoreMountains.TopDownEngine.WeaponAim.ReticleInstance => _reticle |
the instance of the reticle in the scene, if this weapon has one
ReticleTypes MoreMountains.TopDownEngine.WeaponAim.ReticleType = ReticleTypes.None |
Defines whether the reticle is placed in the scene or in the UI.
bool MoreMountains.TopDownEngine.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.
RotationModes MoreMountains.TopDownEngine.WeaponAim.RotationMode = RotationModes.Free |
the rotation mode
float MoreMountains.TopDownEngine.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
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the weapon's current direction
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the weapon's current direction, absolute (flip independent)
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the current angle the weapon is aiming at
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getprotected set |
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the current angle the weapon is aiming at, adjusted to compensate for the current orientation of the character
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the weapon's current rotation