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delegate void | OnPlayerInitFinishDelegate () |
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bool | IsDeflectSuccLately (float interval=0.3f) |
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void | TriggerDeflectEvent (FullCharacterControl fc, InteractHand hand) |
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void | TriggerParryEvent (FullCharacterControl fc, InteractHand hand) |
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PlayerUnit | GetPlayerUnit () |
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void | ResetPlayerSoul () |
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void | ReActiveCameraRig () |
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void | UpdateUnlockAbilities () |
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void | InitModifiers () |
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void | OnceAfterStateInit (System.Action cb) |
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void | SetHudStateActive (bool a) |
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void | IncreaseHeight () |
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void | DecreaseHeight () |
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void | SetHeadsetHeight (float headsetHeight) |
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float | GetPlayerHeight () |
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float | RawGetHeadsetHeight () |
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float | ReadHeadsetHeight () |
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bool | IsHeightRecordExist () |
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void | AdjustCapsuleAndModelBasedOnHeight () |
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float | GetHeadSetHeight () |
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void | UpdateTeleport () |
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void | EnableCloth () |
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Transform | GetHeadset () |
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override bool | IsGround () |
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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...
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Quaternion | CalcRotDiff (Vector3 targetDir) |
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void | RotateToDir (Vector3 dir) |
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void | RotationTarget (Quaternion rot) |
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void | LookAt (Vector3 dir, float sec=0.2f) |
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void | StopLookAt () |
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void | StartAerialStay (InteractHand hand, FullCharacterControl fc=null, float needSec=AirStaySec) |
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void | StartAerialStayByOthers (InteractHand hand, FullCharacterControl fc=null, float needSec=AirStaySec) |
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void | StopAerialStay () |
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void | RefreshOtherAerial () |
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bool | IsAerialState () |
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void | EnableAerialStay (bool e) |
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bool | IsGrabbingHook () |
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void | EnterGrabbingHookMode (InteractHook e, bool entered) |
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void | BreakGrabbingHook () |
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bool | IsSideWalking () |
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void | StartSideWalk (Vector3 startPoint, Vector3 edgePoint, Vector3 wallDir) |
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void | BreakSideWalk () |
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void | StartSmallStep (Vector3 dir) |
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void | StopSmallStep () |
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StabObject | GetStuckWeapon () |
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bool | HasStuckGrab () |
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bool | HasStuckWeapon () |
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bool | IsStuckingWithGrabOrStab () |
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void | BreakAllStuckWeapons () |
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void | Dash (Vector3 dir) |
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void | DoDash (Vector3 dir, bool ignoreCD=false, bool ignoreRecord=false) |
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bool | IsDashing () |
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bool | IsDashAtk () |
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void | RefreshDash () |
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void | StopDash () |
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void | DashJump (bool up=true) |
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void | SetJumpMlpOnce (float mlp) |
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void | MarkJumpSaver () |
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void | UpdateFall (bool prevG, bool curG) |
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override void | Jump (Vector3 dir) |
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override void | JumpEnd () |
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bool | IsSlowMoing () |
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void | SlowMo (float len=2f, float delay=0.2f, System.Action onFinish=null) |
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void | ClearTimeScale () |
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void | SuperPower () |
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float | SuperPowerProgress () |
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void | OnChargeAttack (InteractHand hand) |
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bool | IsDoingStuckAction () |
| for checking if there's an action that stucking player More...
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bool | IsDoingStuckAction (System.Action removeAction) |
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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...
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void | StopStuckAction (System.Action removeAction) |
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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...
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void | UnRegisterConditionalStuckAction (ConditionalStuckAction cond) |
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void | BreakAllStuckActions () |
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bool | AllowJumpAgainIfStucking () |
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bool | HasEnoughMana (float manaRequire) |
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bool | CostMana (InteractTrigger source, float manaRequire) |
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void | OnGrab (InteractHand h, AttachObj att) |
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void | OnFingerGrab (InteractHand h) |
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void | OnFingerTouch (InteractHand h, float force) |
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void | Respawn () |
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void | Transport (Vector3 pos, Vector3 dir, bool firstFrame=false) |
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override void | ResetMovement () |
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void | Transport (Vector3 pos, bool firstFrame=false) |
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void | StopShaking () |
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void | ShakeCharacter (float sec, float intensity, bool fromGround=true) |
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bool | IsJustAddUpForce () |
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void | AddUpForce (float force=8, float forceCD=0.5f) |
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void | ClearYSpeed () |
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void | ClearDownSpeed () |
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bool | NoEnemyAround () |
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float | GetHeightScale () |
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void | UpdateVRIKHandDir () |
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bool | IsVRDesktop () |
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VRSDKSetupInfo | GetSetupInfo (string name) |
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bool | IsSimulator () |
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bool | IsOculusSDK () |
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float | GetCeilDistance () |
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Vector3 | GetCeilPos () |
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void | CheckCeil () |
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bool | IsKicking () |
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void | DisableKick (bool disK) |
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void | ShouldKick () |
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void | CancelKicking () |
| for close the kicking action More...
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bool | IsFootGliding () |
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void | SetFootGliding (bool footgliding) |
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void | PlayAnimStepSound () |
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void | PlayAnimJumpStartSound () |
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void | PlayAnimJumpEndSound () |
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void | FreezeEffect (bool f) |
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void | Reset () |
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void | SetCapsuleIgnore (Collider target, bool ignore) |
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void | SetCapsuleAct (bool e) |
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void | IgnorePlayerCollision (bool ig) |
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Vector3 | GetCentrePos () |
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void | SetBodyHeight (float height) |
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float | GetBodyHeight () |
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float | GetDefaultBodyWidth () |
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void | SetSecondaryColExtend (bool e) |
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void | SetMoveSpeedState (float ms) |
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float | GetMoveSpeedState () |
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void | SetMoveSpeed (float ms) |
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float | GetMoveSpeed () |
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void | SetRotateSpeed (float rs) |
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float | GetRotateSpeed () |
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void | ScaleMass (bool s) |
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bool | IsMassScale () |
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bool | IsStandStill () |
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void | StandStill (bool s) |
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Vector3 | GetTargetDir () |
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Vector3 | GetTargetVec () |
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bool | IsMoving () |
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bool | IsMoveComandDisabled () |
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void | SetDisableMoveCommand (bool s) |
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void | ToggleKinematic (bool t) |
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bool | IsGhostMove () |
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void | ToggleGhostMove (bool g) |
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void | SetDisableMoveForAWhile (bool dm, float sec) |
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void | PanMove (Vector3 moveDir) |
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void | PanPush (Vector3 offset) |
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void | PhysicsTrack (Vector3 pos) |
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void | PanPushForAWhile (Vector3 dir, float sec) |
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float | GetRotateDelta () |
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void | Rotate (float rotDelta) |
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void | RotateTo (Vector3 dir, float rotateSpeed, float dt) |
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void | RotateTo (Vector3 target) |
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bool | IsRootMotion () |
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void | SetRootMotion (bool rm) |
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bool | MovePosition (Vector3 dest, bool forceAssist=false) |
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bool | IsMovementEnable () |
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void | SetMovementEnable (bool e) |
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void | SetMovementForAWhile (bool e, float sec=1) |
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void | LerpYSpeed () |
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void | ResetMoveComand (float dt) |
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void | UpdatePos (float dt) |
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void | UpdateStandStill (float dt) |
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float | GetOriginalDragPower () |
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void | InitDrag () |
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void | SetDragPower (float p) |
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void | SetDragForAWhile (float drag=0, float sec=0.2f) |
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void | SetEnabledJumpCount (int jc) |
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virtual bool | CheckReadyToJump () |
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int | JumpCountLeft () |
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void | CountAsJump (int jc=1) |
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bool | IsStartJump () |
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bool | IsJumping () |
| is just start to jump or not in the ground More...
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bool | GetPushbackEnabled () |
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void | SetPushbackEnabled (bool e) |
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bool | IsPushbacking () |
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void | ResetPushTime () |
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void | AddPushback (Vector3 srcPos, bool force=false) |
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void | AddPushback (Vector3 srcPos, float hitbackDis, bool force=false) |
| used for hitback from attack force More...
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void | AddPushbackByForce (Vector3 forceDir, bool force=false) |
| used for drag and grab More...
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void | AddPushbackByDir (Vector3 pushDir, bool force=false) |
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void | AddForce (Vector3 force, ForceMode fm=ForceMode.VelocityChange) |
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void | ClearPushback () |
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Rigidbody | GetGroundRB () |
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bool | IsJustGround (float sec=0.5f) |
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float | GetGroundedTime () |
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void | RawSetIsGround (bool i) |
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bool | IsLatestHitGround () |
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Vector3 | GetGroundPos () |
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string | GetGroundCollisionMaterial () |
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void | PlayFootstepSound (string footMat, float force) |
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void | PlayJumpStartSound (string footMat, float force) |
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void | PlayJumpEndSound (string footMat, float force) |
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void | SetLatestHitGround (bool hit) |
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bool | IsMidAir (float diff=0.5f, Transform checkTrans=null) |
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void | CheckGround (Transform checkTrans=null) |
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bool | CheckGroundFall () |
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Transform | CheckCharacter () |
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bool | ClampGroundEnabled () |
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void | EnableClampGround (bool c) |
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void | PrepareClampGround () |
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void | DoClampGround () |
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bool | IsGhostMode () |
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void | BecomeAFollowShell (bool b) |
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