The base implementation of all player movement.
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void | UpdateMovementState () |
| Updates the current state of movement. MovementState.Moving does not mean that the current velocity is > 0!
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abstract void | Move (Vector3 direction) |
| Updates the player movement with the direction data.
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abstract void | Jump () |
| Updates the player movement to execute a jump.
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abstract void | MoveWithStrength (Vector3 direction, Vector3 strength) |
| Updates the player movement with the direction data and defined strength .
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abstract Vector3 | GetCurrentVelocity () |
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float | _speed |
| Defines the speed of the player.
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float | _toggledSpeed |
| Defines the toggledSpeed of the player.
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float | _jumpForce |
| Defines the amount of force (speed) for a jump.
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float | _climbingForce |
| Defines the amount of force (speed) for climbing.
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string | _movementActionName |
| The action name for the movement controls. Needs to be defined as a Vector2D.
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string | _toggleSpeedActionName |
| The action name for the changing the players speed.
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string | _jumpActionName |
| The action name for the jump control.
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string | _attackActionName |
| The action name for the attack control.
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Transform | _groundedTransform |
| The transform defines the position where to define if the player is grounded or not.
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PlayerInput | _input |
| The player input.
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bool | _isMovementLocked |
| Defines whether the movement should be locked or not. The PlayerEventManager also has events for this.
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bool | _isClimbingLocked |
| Defines whether the climbing should be locked or not.
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bool | _isJumpingLocked |
| Defines whether the jumping should be locked or not.
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MovementState | _currentMovementState |
| The current movement state. (MovementState.Climbing, MovementState.Moving, MovementState.Jumping) MovementState.Moving does not mean that the current velocity is > 0.
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LayerMask | _climbingMask |
| The climbing layer mask, which defines which objects should be read as climbable.
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LayerMask | _jumpingMask |
| The jumping layer mask, which defines which objects should be read as jumpable.
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bool | _grounded |
| Defines whether the player is grounded.
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bool | _animationGrounded |
| Defines whether the animation should be counted as grounded. A usecase would be a delay between the actual MovementBase.Grounded.
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bool | _climbing |
| Defines whether the player is climbing.
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bool | _isToggledMoving |
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◆ GetCurrentVelocity()
abstract Vector3 UnityToolbox.PlayerControls.MovementBase.GetCurrentVelocity |
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pure virtual |
◆ Jump()
abstract void UnityToolbox.PlayerControls.MovementBase.Jump |
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pure virtual |
◆ Move()
abstract void UnityToolbox.PlayerControls.MovementBase.Move |
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Vector3 |
direction | ) |
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pure virtual |
◆ MoveWithStrength()
abstract void UnityToolbox.PlayerControls.MovementBase.MoveWithStrength |
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Vector3 |
direction, |
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Vector3 |
strength |
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) |
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pure virtual |
◆ UpdateMovementState()
void UnityToolbox.PlayerControls.MovementBase.UpdateMovementState |
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◆ _animationGrounded
bool UnityToolbox.PlayerControls.MovementBase._animationGrounded |
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protected |
◆ _attackActionName
string UnityToolbox.PlayerControls.MovementBase._attackActionName |
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protected |
◆ _climbing
bool UnityToolbox.PlayerControls.MovementBase._climbing |
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protected |
◆ _climbingForce
float UnityToolbox.PlayerControls.MovementBase._climbingForce |
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protected |
◆ _climbingMask
LayerMask UnityToolbox.PlayerControls.MovementBase._climbingMask |
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protected |
◆ _currentMovementState
MovementState UnityToolbox.PlayerControls.MovementBase._currentMovementState |
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protected |
◆ _grounded
bool UnityToolbox.PlayerControls.MovementBase._grounded |
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protected |
◆ _groundedTransform
Transform UnityToolbox.PlayerControls.MovementBase._groundedTransform |
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protected |
◆ _input
PlayerInput UnityToolbox.PlayerControls.MovementBase._input |
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protected |
◆ _isClimbingLocked
bool UnityToolbox.PlayerControls.MovementBase._isClimbingLocked |
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protected |
◆ _isJumpingLocked
bool UnityToolbox.PlayerControls.MovementBase._isJumpingLocked |
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protected |
◆ _isMovementLocked
bool UnityToolbox.PlayerControls.MovementBase._isMovementLocked |
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protected |
◆ _isToggledMoving
bool UnityToolbox.PlayerControls.MovementBase._isToggledMoving |
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protected |
◆ _jumpActionName
string UnityToolbox.PlayerControls.MovementBase._jumpActionName |
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protected |
◆ _jumpForce
float UnityToolbox.PlayerControls.MovementBase._jumpForce |
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protected |
◆ _jumpingMask
LayerMask UnityToolbox.PlayerControls.MovementBase._jumpingMask |
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protected |
◆ _movementActionName
string UnityToolbox.PlayerControls.MovementBase._movementActionName |
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protected |
◆ _speed
float UnityToolbox.PlayerControls.MovementBase._speed |
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protected |
◆ _toggledSpeed
float UnityToolbox.PlayerControls.MovementBase._toggledSpeed |
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protected |
◆ _toggleSpeedActionName
string UnityToolbox.PlayerControls.MovementBase._toggleSpeedActionName |
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protected |
◆ AnimationGrounded
bool UnityToolbox.PlayerControls.MovementBase.AnimationGrounded |
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get |
◆ Climbing
bool UnityToolbox.PlayerControls.MovementBase.Climbing |
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get |
◆ CurrentMovementState
MovementState UnityToolbox.PlayerControls.MovementBase.CurrentMovementState |
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get |
◆ Grounded
bool UnityToolbox.PlayerControls.MovementBase.Grounded |
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get |
◆ GroundedTransform
Transform UnityToolbox.PlayerControls.MovementBase.GroundedTransform |
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get |
◆ IsClimbingLocked
bool UnityToolbox.PlayerControls.MovementBase.IsClimbingLocked |
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getset |
◆ IsJumpingLocked
bool UnityToolbox.PlayerControls.MovementBase.IsJumpingLocked |
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getset |
◆ IsMovementLocked
bool UnityToolbox.PlayerControls.MovementBase.IsMovementLocked |
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getset |
◆ IsToggledMoving
bool UnityToolbox.PlayerControls.MovementBase.IsToggledMoving |
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get |