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