C# Class UWCombat, UnderworldExporter

Inheritance: Combat
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Méthodes publiques

Свойство Type Description
CurrentStrike string
currWeapon WeaponMelee,
currWeaponRanged WeaponRanged,
currentAmmo ObjectInteraction,

Méthodes publiques

Méthode Description
CombatBegin ( ) : void

Begins the combat state of the player. Sets AttackCharging. Animates the weapon becoming ready. For ranged weaponry it checks for the weapon ammo.

CombatCharging ( ) : void

Increases the Charge by the charge rate * Time.deltaTime.

ExecuteMelee ( string StrikeType, float StrikeCharge ) : IEnumerator

Executes the melee attack after the attack has been released. Casts a ray from the centre of the screen in mouselook mode or from the cursor position Waits a period of time after the release before casting the ray.

ExecuteRanged ( ) : void

Execution of ranged attacks

GetHand ( ) : string

Gets the handedness of the character

GetRace ( ) : string

Gets the race of the charcter for displaying their skin colour based on the Body variable of UWCharacter

GetStrikeType ( ) : string

Gets the type of the strike based on where the mouse cursor is located on the Y axis of the viewport. Returns one of Bash, Slash or Stab

GetWeapon ( ) : string

Gets the weapon type One of sword, axe, mace or fist for melee or Ranged for ranged weapons

IsMelee ( ) : bool

Determines whether this current weapn is melee or ranged

PlayerCombatIdle ( ) : void
ReleaseAttack ( ) : void

Releases the attack.

Private Methods

Méthode Description
LaunchAmmo ( ) : bool

Launchs the ammo.

RollForAHitMelee ( NPC, Origin, ObjectInteraction, Target ) : int
RollForAHitMelee ( UWCharacter, Origin, ObjectInteraction, Target, WeaponMelee, weap ) : int

Method Details

CombatBegin() public méthode

Begins the combat state of the player. Sets AttackCharging. Animates the weapon becoming ready. For ranged weaponry it checks for the weapon ammo.
public CombatBegin ( ) : void
Résultat void

CombatCharging() public méthode

Increases the Charge by the charge rate * Time.deltaTime.
public CombatCharging ( ) : void
Résultat void

ExecuteMelee() public méthode

Executes the melee attack after the attack has been released. Casts a ray from the centre of the screen in mouselook mode or from the cursor position Waits a period of time after the release before casting the ray.
public ExecuteMelee ( string StrikeType, float StrikeCharge ) : IEnumerator
StrikeType string
StrikeCharge float
Résultat IEnumerator

ExecuteRanged() public méthode

Execution of ranged attacks
public ExecuteRanged ( ) : void
Résultat void

GetHand() public méthode

Gets the handedness of the character
public GetHand ( ) : string
Résultat string

GetRace() public méthode

Gets the race of the charcter for displaying their skin colour based on the Body variable of UWCharacter
public GetRace ( ) : string
Résultat string

GetStrikeType() public méthode

Gets the type of the strike based on where the mouse cursor is located on the Y axis of the viewport. Returns one of Bash, Slash or Stab
public GetStrikeType ( ) : string
Résultat string

GetWeapon() public méthode

Gets the weapon type One of sword, axe, mace or fist for melee or Ranged for ranged weapons
public GetWeapon ( ) : string
Résultat string

IsMelee() public méthode

Determines whether this current weapn is melee or ranged
public IsMelee ( ) : bool
Résultat bool

PlayerCombatIdle() public méthode

public PlayerCombatIdle ( ) : void
Résultat void

ReleaseAttack() public méthode

Releases the attack.
public ReleaseAttack ( ) : void
Résultat void

Property Details

CurrentStrike public_oe property

public string CurrentStrike
Résultat string

currWeapon public_oe property

public WeaponMelee, currWeapon
Résultat WeaponMelee,

currWeaponRanged public_oe property

public WeaponRanged, currWeaponRanged
Résultat WeaponRanged,

currentAmmo public_oe property

public ObjectInteraction, currentAmmo
Résultat ObjectInteraction,