An abstract class, meant to be extended for 2D and 3D specifics, handling the basics of auto aim. Extended components should be placed on a weapon with an aim component.
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| virtual void | Start () |
| | On Awake we initialize our component.
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| virtual void | Initialization () |
| | On init we grab our WeaponAim.
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| virtual void | Update () |
| | On Update, we setup our ray origin, scan periodically and set aim if needed.
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| void | DetermineRaycastOrigin () |
| | A method used to compute the origin of the detection casts.
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| bool | ScanForTargets () |
| | This method should define how the scan for targets is performed.
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| void | SetAim () |
| | Sends aim coordinates to the weapon aim component.
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| virtual void | HandleTargetChange () |
| | Checks for target changes and triggers the appropriate methods if needed.
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| virtual void | NoMoreTargets () |
| | When no more targets are found, and we just lost one, we play a dedicated feedback.
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| virtual void | FirstTargetFound () |
| | When a new target is found and we didn't have one already, we play a dedicated feedback.
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| virtual void | NewTargetFound () |
| | When a new target is found, and we previously had another, we play a dedicated feedback.
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| virtual void | HandleMoveCameraTarget () |
| | Moves the camera target if needed.
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| virtual void | ScanIfNeeded () |
| | Performs a periodic scan.
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| virtual void | HandleTarget () |
| | Sets aim if needed, otherwise reverts to the previous aim control mode.
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| virtual void | OnDrawGizmos () |
| | Draws a sphere around the weapon to show its auto aim radius.
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| virtual void | OnDisable () |
| | On Disable, we hide our aim marker if needed.
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| void | OnDestroy () |
An abstract class, meant to be extended for 2D and 3D specifics, handling the basics of auto aim. Extended components should be placed on a weapon with an aim component.
◆ CanAcquireNewTargets()
| virtual bool MoreMountains.TopDownEngine.WeaponAutoAim.CanAcquireNewTargets |
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◆ DetermineRaycastOrigin()
| void MoreMountains.TopDownEngine.WeaponAutoAim.DetermineRaycastOrigin |
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A method used to compute the origin of the detection casts.
◆ FirstTargetFound()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.FirstTargetFound |
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When a new target is found and we didn't have one already, we play a dedicated feedback.
◆ HandleMoveCameraTarget()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.HandleMoveCameraTarget |
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Moves the camera target if needed.
◆ HandleTarget()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.HandleTarget |
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Sets aim if needed, otherwise reverts to the previous aim control mode.
◆ HandleTargetChange()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.HandleTargetChange |
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Checks for target changes and triggers the appropriate methods if needed.
◆ Initialization()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.Initialization |
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◆ NewTargetFound()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.NewTargetFound |
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When a new target is found, and we previously had another, we play a dedicated feedback.
◆ NoMoreTargets()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.NoMoreTargets |
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When no more targets are found, and we just lost one, we play a dedicated feedback.
◆ OnDestroy()
| void MoreMountains.TopDownEngine.WeaponAutoAim.OnDestroy |
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◆ OnDisable()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.OnDisable |
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On Disable, we hide our aim marker if needed.
◆ OnDrawGizmos()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.OnDrawGizmos |
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◆ ScanForTargets()
| bool MoreMountains.TopDownEngine.WeaponAutoAim.ScanForTargets |
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abstractprotected |
This method should define how the scan for targets is performed.
- Returns
◆ ScanIfNeeded()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.ScanIfNeeded |
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Performs a periodic scan.
◆ SetAim()
| void MoreMountains.TopDownEngine.WeaponAutoAim.SetAim |
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Sends aim coordinates to the weapon aim component.
◆ Start()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.Start |
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On Awake we initialize our component.
◆ Update()
| virtual void MoreMountains.TopDownEngine.WeaponAutoAim.Update |
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On Update, we setup our ray origin, scan periodically and set aim if needed.
◆ _aimMarker
| AimMarker MoreMountains.TopDownEngine.WeaponAutoAim._aimMarker |
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◆ _isOwnerNull
| bool MoreMountains.TopDownEngine.WeaponAutoAim._isOwnerNull |
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◆ _lastScanTimestamp
| float MoreMountains.TopDownEngine.WeaponAutoAim._lastScanTimestamp = 0f |
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◆ _newCamTargetDirection
| Vector3 MoreMountains.TopDownEngine.WeaponAutoAim._newCamTargetDirection |
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◆ _newCamTargetPosition
| Vector3 MoreMountains.TopDownEngine.WeaponAutoAim._newCamTargetPosition |
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Moves the camera target towards the auto aim target if needed.
◆ _originalAimControl
◆ _originalMoveCameraTarget
| bool MoreMountains.TopDownEngine.WeaponAutoAim._originalMoveCameraTarget |
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◆ _originalRotationMode
◆ _raycastOrigin
| Vector3 MoreMountains.TopDownEngine.WeaponAutoAim._raycastOrigin |
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◆ _targetLastFrame
| Transform MoreMountains.TopDownEngine.WeaponAutoAim._targetLastFrame |
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◆ _weapon
| Weapon MoreMountains.TopDownEngine.WeaponAutoAim._weapon |
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◆ _weaponAim
| WeaponAim MoreMountains.TopDownEngine.WeaponAutoAim._weaponAim |
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◆ AimMarkerPrefab
| AimMarker MoreMountains.TopDownEngine.WeaponAutoAim.AimMarkerPrefab |
An AimMarker prefab to use to show where this auto aim weapon is aiming.
◆ ApplyAutoAimAsLastDirection
| bool MoreMountains.TopDownEngine.WeaponAutoAim.ApplyAutoAimAsLastDirection = true |
if this is true, the auto aim direction will also be passed as the last non null direction, so the weapon will keep aiming in that direction should the target be lost
◆ CameraTargetDistance
| float MoreMountains.TopDownEngine.WeaponAutoAim.CameraTargetDistance = 0.5f |
the normalized distance (between 0 and 1) at which the camera target should be, on a line going from the weapon owner (0) to the auto aim target (1)
◆ CameraTargetMaxDistance
| float MoreMountains.TopDownEngine.WeaponAutoAim.CameraTargetMaxDistance = 10f |
the maximum distance from the weapon owner at which the camera target can be
◆ CameraTargetSpeed
| float MoreMountains.TopDownEngine.WeaponAutoAim.CameraTargetSpeed = 5f |
the speed at which to move the camera target
◆ DestroyAimMarkerOnWeaponDestroy
| bool MoreMountains.TopDownEngine.WeaponAutoAim.DestroyAimMarkerOnWeaponDestroy = true |
if this is true, the aim marker will be removed when the weapon gets destroyed
◆ DetectionOriginOffset
| Vector3 MoreMountains.TopDownEngine.WeaponAutoAim.DetectionOriginOffset = Vector3.zero |
an offset to apply to the weapon's position for scan
◆ DrawDebugRadius
| bool MoreMountains.TopDownEngine.WeaponAutoAim.DrawDebugRadius = true |
whether or not to draw a debug sphere around the weapon to show its aim radius
◆ DurationBetweenScans
| float MoreMountains.TopDownEngine.WeaponAutoAim.DurationBetweenScans = 1f |
the duration (in seconds) between 2 scans for targets
◆ FirstTargetFoundFeedback
| MMFeedbacks MoreMountains.TopDownEngine.WeaponAutoAim.FirstTargetFoundFeedback |
A feedback to play when a target is found and we didn't have one already.
◆ LineOfFireBoxcastSize
| Vector2 MoreMountains.TopDownEngine.WeaponAutoAim.LineOfFireBoxcastSize = new Vector2(0.1f, 0.1f) |
the size of the boxcast that will be performed to verify line of fire
◆ MoveCameraTarget
| bool MoreMountains.TopDownEngine.WeaponAutoAim.MoveCameraTarget = true |
whether or not this component should take control of the camera target when a camera is found
◆ MoveCameraToCharacterIfNoTarget
| bool MoreMountains.TopDownEngine.WeaponAutoAim.MoveCameraToCharacterIfNoTarget = false |
if this is true, the camera target will move back to the character if no target is found
◆ NewTargetFoundFeedback
| MMFeedbacks MoreMountains.TopDownEngine.WeaponAutoAim.NewTargetFoundFeedback |
a feedback to play when we already had a target and just found a new one
◆ NoMoreTargetsFeedback
| MMFeedbacks MoreMountains.TopDownEngine.WeaponAutoAim.NoMoreTargetsFeedback |
a feedback to play when no more targets are found, and we just lost our last target
◆ ObstacleMask
| LayerMask MoreMountains.TopDownEngine.WeaponAutoAim.ObstacleMask = LayerManager.ObstaclesLayerMask |
the layermask on which to look for obstacles
◆ OnlyAcquireTargetsIfOwnerIsIdle
| bool MoreMountains.TopDownEngine.WeaponAutoAim.OnlyAcquireTargetsIfOwnerIsIdle = false |
if this is true, auto aim scan will only acquire new targets if the owner is in the idle state
◆ RotationMode
the rotation mode to apply when a target is found
◆ ScanRadius
| float MoreMountains.TopDownEngine.WeaponAutoAim.ScanRadius = 15f |
the radius (in units) around the character within which to search for targets
◆ Target
| Transform MoreMountains.TopDownEngine.WeaponAutoAim.Target |
the current target of the auto aim module
◆ TargetsMask
| LayerMask MoreMountains.TopDownEngine.WeaponAutoAim.TargetsMask |
the layermask on which to look for aim targets
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/topdownengine/Assets/TopDownEngine/Common/Scripts/Characters/Weapons/WeaponAutoAim.cs