A class used to force a model to aim at a Weapon's target
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A class used to force a model to aim at a Weapon's target
◆ Awake()
virtual void MoreMountains.TopDownEngine.WeaponModel.Awake |
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◆ Hide()
virtual void MoreMountains.TopDownEngine.WeaponModel.Hide |
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◆ Show()
◆ Start()
virtual void MoreMountains.TopDownEngine.WeaponModel.Start |
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◆ Update()
virtual void MoreMountains.TopDownEngine.WeaponModel.Update |
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Aims the weapon model at the target
◆ _handleWeapons
◆ _rotationDirection
Vector3 MoreMountains.TopDownEngine.WeaponModel._rotationDirection |
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◆ _weaponAim
WeaponAim MoreMountains.TopDownEngine.WeaponModel._weaponAim |
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◆ AddAnimator
bool MoreMountains.TopDownEngine.WeaponModel.AddAnimator = false |
whether or not to add the target animator to the real weapon's animator list
◆ AimWeaponModelAtTarget
bool MoreMountains.TopDownEngine.WeaponModel.AimWeaponModelAtTarget = true |
if this is true, the model will aim at the parent weapon's target
◆ BindFeedbacks
bool MoreMountains.TopDownEngine.WeaponModel.BindFeedbacks = true |
if this is true, the model's feedbacks will replace the original weapon's feedbacks
◆ LeftHandHandle
Transform MoreMountains.TopDownEngine.WeaponModel.LeftHandHandle |
the transform to which the character's left hand should be attached to
◆ LockVerticalRotation
bool MoreMountains.TopDownEngine.WeaponModel.LockVerticalRotation = true |
if this is true, the model's aim will be vertically locked (no up/down aiming)
◆ OverrideWeaponUseTransform
bool MoreMountains.TopDownEngine.WeaponModel.OverrideWeaponUseTransform = false |
whether or not to override the weapon use transform
◆ RightHandHandle
Transform MoreMountains.TopDownEngine.WeaponModel.RightHandHandle |
the transform to which the character's right hand should be attached to
◆ TargetAnimator
Animator MoreMountains.TopDownEngine.WeaponModel.TargetAnimator |
the animator to send weapon animation parameters to
◆ TargetModel
GameObject MoreMountains.TopDownEngine.WeaponModel.TargetModel |
a GameObject to show/hide for this model, usually nested right below the logic level of the WeaponModel
◆ UseIK
bool MoreMountains.TopDownEngine.WeaponModel.UseIK = false |
whether or not to use IK with this model
◆ WeaponID
string MoreMountains.TopDownEngine.WeaponModel.WeaponID = "WeaponID" |
a unique ID that will be used to hide / show this model when the corresponding weapon gets equipped
◆ WeaponReloadMMFeedback
MMFeedbacks MoreMountains.TopDownEngine.WeaponModel.WeaponReloadMMFeedback |
the feedback to play when the weapon gets reloaded
◆ WeaponReloadNeededMMFeedback
MMFeedbacks MoreMountains.TopDownEngine.WeaponModel.WeaponReloadNeededMMFeedback |
the feedback to play when the weapon gets reloaded
◆ WeaponStartMMFeedback
MMFeedbacks MoreMountains.TopDownEngine.WeaponModel.WeaponStartMMFeedback |
the feedback to play when the weapon starts being used
◆ WeaponStopMMFeedback
MMFeedbacks MoreMountains.TopDownEngine.WeaponModel.WeaponStopMMFeedback |
the feedback to play when the weapon stops being used
◆ WeaponUsedMMFeedback
MMFeedbacks MoreMountains.TopDownEngine.WeaponModel.WeaponUsedMMFeedback |
the feedback to play while the weapon is in use
◆ WeaponUseTransform
Transform MoreMountains.TopDownEngine.WeaponModel.WeaponUseTransform |
a transform to use as the spawn point for weapon use (if null, only offset will be considered, otherwise the transform without offset)
◆ Owner
The documentation for this class was generated from the following file:
- F:/Github/Store/TopDownEngine/Assets/TopDownEngine/Common/Scripts/Characters/Weapons/WeaponModel.cs