Battle Talent  V11
Classes | Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Events | List of all members
CrossLink.InteractCharacter Class Reference

Inherits CrossLink.CharacterControllerBase.

Classes

class  ConditionalStuckAction
 
class  VRSDKSetupInfo
 

Public Member Functions

delegate void OnPlayerInitFinishDelegate ()
 
bool IsDeflectSuccLately (float interval=0.3f)
 
void TriggerDeflectEvent (FullCharacterControl fc, InteractHand hand)
 
void TriggerParryEvent (FullCharacterControl fc, InteractHand hand)
 
PlayerUnit GetPlayerUnit ()
 
void ResetPlayerSoul ()
 
void ReActiveCameraRig ()
 
void UpdateUnlockAbilities ()
 
void InitModifiers ()
 
void OnceAfterStateInit (System.Action cb)
 
void SetHudStateActive (bool a)
 
void IncreaseHeight ()
 
void DecreaseHeight ()
 
void SetHeadsetHeight (float headsetHeight)
 
float GetPlayerHeight ()
 
float RawGetHeadsetHeight ()
 
float ReadHeadsetHeight ()
 
bool IsHeightRecordExist ()
 
void AdjustCapsuleAndModelBasedOnHeight ()
 
float GetHeadSetHeight ()
 
void UpdateTeleport ()
 
void EnableCloth ()
 
Transform GetHeadset ()
 
override bool IsGround ()
 
override void RotateWithVRSpace (float rot)
 this is used for rotate the whole body with vr space if this obj do not have vr controller attached to, then it's the same as Rotate More...
 
Quaternion CalcRotDiff (Vector3 targetDir)
 
void RotateToDir (Vector3 dir)
 
void RotationTarget (Quaternion rot)
 
void LookAt (Vector3 dir, float sec=0.2f)
 
void StopLookAt ()
 
void StartAerialStay (InteractHand hand, FullCharacterControl fc=null, float needSec=AirStaySec)
 
void StartAerialStayByOthers (InteractHand hand, FullCharacterControl fc=null, float needSec=AirStaySec)
 
void StopAerialStay ()
 
void RefreshOtherAerial ()
 
bool IsAerialState ()
 
void EnableAerialStay (bool e)
 
bool IsGrabbingHook ()
 
void EnterGrabbingHookMode (InteractHook e, bool entered)
 
void BreakGrabbingHook ()
 
bool IsSideWalking ()
 
void StartSideWalk (Vector3 startPoint, Vector3 edgePoint, Vector3 wallDir)
 
void BreakSideWalk ()
 
void StartSmallStep (Vector3 dir)
 
void StopSmallStep ()
 
StabObject GetStuckWeapon ()
 
bool HasStuckGrab ()
 
bool HasStuckWeapon ()
 
bool IsStuckingWithGrabOrStab ()
 
void BreakAllStuckWeapons ()
 
void Dash (Vector3 dir)
 
void DoDash (Vector3 dir, bool ignoreCD=false, bool ignoreRecord=false)
 
bool IsDashing ()
 
bool IsDashAtk ()
 
void RefreshDash ()
 
void StopDash ()
 
void DashJump (bool up=true)
 
void SetJumpMlpOnce (float mlp)
 
void MarkJumpSaver ()
 
void UpdateFall (bool prevG, bool curG)
 
override void Jump (Vector3 dir)
 
override void JumpEnd ()
 
bool IsSlowMoing ()
 
void SlowMo (float len=2f, float delay=0.2f, System.Action onFinish=null)
 
void ClearTimeScale ()
 
void SuperPower ()
 
float SuperPowerProgress ()
 
void OnChargeAttack (InteractHand hand)
 
bool IsDoingStuckAction ()
 for checking if there's an action that stucking player More...
 
bool IsDoingStuckAction (System.Action removeAction)
 
void StartStuckAction (System.Action removeAction, bool allowJump=true)
 stuck action is an action that stucks player's position such as dash, grabbinghook, sliding wall More...
 
void StopStuckAction (System.Action removeAction)
 
void RegisterConditionalStuckAction (ConditionalStuckAction cond)
 Registering Conditional Stuck Action means some action may or may not stucking player, such as stabbing weapon into the wood More...
 
void UnRegisterConditionalStuckAction (ConditionalStuckAction cond)
 
void BreakAllStuckActions ()
 
bool AllowJumpAgainIfStucking ()
 
bool HasEnoughMana (float manaRequire)
 
bool CostMana (InteractTrigger source, float manaRequire)
 
void OnGrab (InteractHand h, AttachObj att)
 
void OnFingerGrab (InteractHand h)
 
void OnFingerTouch (InteractHand h, float force)
 
void Respawn ()
 
void Transport (Vector3 pos, Vector3 dir, bool firstFrame=false)
 
override void ResetMovement ()
 
void Transport (Vector3 pos, bool firstFrame=false)
 
void StopShaking ()
 
void ShakeCharacter (float sec, float intensity, bool fromGround=true)
 
bool IsJustAddUpForce ()
 
void AddUpForce (float force=8, float forceCD=0.5f)
 
void ClearYSpeed ()
 
void ClearDownSpeed ()
 
bool NoEnemyAround ()
 
float GetHeightScale ()
 
void UpdateVRIKHandDir ()
 
bool IsVRDesktop ()
 
VRSDKSetupInfo GetSetupInfo (string name)
 
bool IsSimulator ()
 
bool IsOculusSDK ()
 
float GetCeilDistance ()
 
Vector3 GetCeilPos ()
 
void CheckCeil ()
 
bool IsKicking ()
 
void DisableKick (bool disK)
 
void ShouldKick ()
 
void CancelKicking ()
 for close the kicking action More...
 
bool IsFootGliding ()
 
void SetFootGliding (bool footgliding)
 
void PlayAnimStepSound ()
 
void PlayAnimJumpStartSound ()
 
void PlayAnimJumpEndSound ()
 
void FreezeEffect (bool f)
 

Static Public Member Functions

static float GetTargetHeight (float playerHeight)
 
static float CalcTallAdd (float hetsetHeight)
 
static float GetPlayerHeight (float headsetHeight)
 

Public Attributes

AIPlayer aiProxy
 
MagicaCloth.MagicaBoneCloth cloth
 
InputMovement move
 
PlayerCombatAttr attr
 
bool isChargedAtkEnabled = false
 
AnimationCurve heightMap
 
Transform headSphere
 
Collider headSphereCol
 
float sidewalkSpeed = 4
 
AnimationCurve smallStepCurve
 
float dashDistance = 3
 
float dashTime = 0.2f
 
float maxDashVel = 12f
 
AnimationCurve dashCurve
 
float dashInterval = 1f
 
float dashMinSpeed = 1f
 
float superModeCoolDown = 30
 
float cameraForwardOffset = 0.0f
 
float characterHeight = 2.0f
 
HandToggle lefthandToggle
 
HandToggle righthandToggle
 
AICommandToggle[] aiToggles
 
InteractHand[] hands
 
SlotTrigger[] bodySlots
 
Animator anim
 
VRIK ik
 
VRIKCalibrator.Settings settings
 
Transform headTracker
 
Transform bodyTracker
 
Transform leftHandTracker
 
Transform rightHandTracker
 
Transform leftFootTracker
 
Transform rightFootTracker
 
VRIKCalibrator.CalibrationData data = new VRIKCalibrator.CalibrationData()
 
VRSDKSetupInfo[] vrInfos
 
float pelvisStartMoveHeadHeight = 1.4f
 
float pelvisOffset = -0.776f
 
float pelvisEndYPos = 0.2f
 
float pelvisStartZPos = -0.207f
 
float pelvisLowestZPos = -0.97f
 
float feetStartMoveHeadHeight = 0.6f
 
float feetStarterZPos = 0.17f
 
float feetLowestZPos = -1.3f
 
float lookdownMlp = 0.5f
 
AnimationCurve bodyPoseZCurve
 
AnimationCurve bodyPoseFeetZCurve
 
float footHeight = 0.2f
 
float footStepOffset = 0.2f
 
float footStepReachOutOffset = -0.35f
 
float footStepTime = 0.2f
 
float footStepTimeMin = 0.2f
 
Vector3[] feetInitPos
 
TransformTransfer handPoseTransfer
 
float animMoveSpeed = 0.25f
 
InteractBase[] feetIB
 
SoundEffectInfo kickSound
 
SoundEffectInfo footGlidingSound
 
AnimationCurve hitHapticCurve
 
AnimationCurve grabHapticCurve
 
AnimationCurve skillOpenHapticCurve
 
AnimationCurve skillChargeHapticCurve
 
AnimationCurve weaponFlyBackCurve
 
AnimationCurve weaponThrowForceCurve
 
string lvUpEffect
 
string dashEffect = "DashSparks"
 
string skillOpenSound
 
string skillCloseSound
 
string skillChargeLoopSound
 
string skillChargeFinishSound
 
SoundEffectInfo skillChargeFinish
 
SoundEffectInfo footSound
 
SoundEffectInfo dashSound
 
SoundEffectInfo jumpSound
 
SoundEffectInfo grabSound
 
SoundEffectInfo slotSound
 
SoundEffectInfo hurtSound
 
SoundEffectInfo summerWeaponSound
 
SoundEffectInfo slowmoBeginSound
 
SoundEffectInfo slowmoEndSound
 
AudioSource heartbeat
 
Renderer[] meshes
 

Static Public Attributes

static InteractCharacter PlayerInstance
 
static Transform PlayerTrans
 
static AIPlayer AIPlayerInstance
 
static bool HighLevelFunctionLock = false
 
static bool CheatSlowMo = false
 
const float TargetHeightMax = 1.95f - HeadsetOffset
 
const float TargetHeight = 1.75f - HeadsetOffset
 
static float BaseModelHeight = 1.85f
 
static float TargetScaleRate = TargetHeightMax / TargetHeight
 
const float HeadsetOffset = 0.17f
 
static float TallAdd = -1
 
const float AirStaySec = 0.35f
 
static bool InSuperMode = false
 

Events

static OnPlayerInitFinishDelegate OnPlayerInitFinish
 
System.Action< FullCharacterControl, InteractHandDeflectEvent
 
System.Action< FullCharacterControl, InteractHandParryEvent
 
System.Action< InteractHandChargeAtkBeginEvent
 
System.Action< Vector3 > TransportBeginEvent
 
System.Action< Vector3 > TransportEndEvent
 
System.Action< float > StepSoundEvent
 
System.Action< float > JumpStartSoundEvent
 
System.Action< float > JumpEndSoundEvent
 

Additional Inherited Members

Member Function Documentation

◆ CancelKicking()

void CrossLink.InteractCharacter.CancelKicking ( )

for close the kicking action

◆ IsDoingStuckAction()

bool CrossLink.InteractCharacter.IsDoingStuckAction ( )

for checking if there's an action that stucking player

Returns

◆ RegisterConditionalStuckAction()

void CrossLink.InteractCharacter.RegisterConditionalStuckAction ( ConditionalStuckAction  cond)

Registering Conditional Stuck Action means some action may or may not stucking player, such as stabbing weapon into the wood

Parameters
cond
remove

◆ RotateWithVRSpace()

override void CrossLink.InteractCharacter.RotateWithVRSpace ( float  rotDelta)
virtual

this is used for rotate the whole body with vr space if this obj do not have vr controller attached to, then it's the same as Rotate

Parameters
rotDelta

Reimplemented from CrossLink.CharacterControllerBase.

◆ ShouldKick()

void CrossLink.InteractCharacter.ShouldKick ( )

called in input when just press down kick btn or when kicking still holding kick btn

◆ StartStuckAction()

void CrossLink.InteractCharacter.StartStuckAction ( System.Action  removeAction,
bool  allowJump = true 
)

stuck action is an action that stucks player's position such as dash, grabbinghook, sliding wall

Parameters
removeAction

Member Data Documentation

◆ feetInitPos

Vector3 [] CrossLink.InteractCharacter.feetInitPos
Initial value:
= new Vector3[]{
new Vector3(0.1f, 0, 0.17f),
new Vector3(-0.1f, 0, 0.17f)
}