C# Class Axiom.Samples.CharacterSample.SinbadCharacterController

Afficher le fichier Open project: WolfgangSt/axiom Class Usage Examples

Méthodes publiques

Свойство Type Description
AnimFadeSpeed Real
Gravity Real
JumpAcceleration Real
TurnSpeed Real

Protected Properties

Свойство Type Description
anims AnimationState[]
baseAnimID AnimationID
bodyEnt Axiom.Core.Entity
bodyNode Axiom.Core.SceneNode
camera Axiom.Core.Camera
cameraGoal Axiom.Core.SceneNode
cameraNode Axiom.Core.SceneNode
cameraPivot Axiom.Core.SceneNode
fadingIn bool[]
fadingOut bool[]
goalDirection Axiom.Math.Vector3
keyDirection Axiom.Math.Vector3
pivotPitch Real
sword1 Axiom.Core.Entity
sword2 Axiom.Core.Entity
swordTrail RibbonTrail
swordsDrawn bool
timer Real
topAnimID AnimationID
verticalVelocity Real

Méthodes publiques

Méthode Description
AddTime ( Real deltaTime ) : void

InjectKeyDown ( SharpInputSystem e ) : void

InjectKeyUp ( SharpInputSystem e ) : void

InjectMouseDown ( SharpInputSystem e, SharpInputSystem id ) : void

InjectMouseMove ( SharpInputSystem e ) : void

SinbadCharacterController ( Camera cam ) : Axiom.Core

Private Methods

Méthode Description
FadeAnimations ( Real deltaTime ) : void

SetBaseAnimation ( AnimationID id ) : void

SetBaseAnimation ( AnimationID id, bool reset ) : void

/

SetTopAnimation ( AnimationID id ) : void

SetTopAnimation ( AnimationID id, bool reset ) : void

SetupAnimations ( ) : void

SetupBody ( SceneManager sceneMgr ) : void

SetupCamera ( Camera cam ) : void

UpdateAnimations ( Real deltaTime ) : void

UpdateBody ( Real deltaTime ) : void

UpdateCamera ( Real deltaTime ) : void

UpdateCameraGoal ( Real deltaYaw, Real deltaPitch, Real deltaZoom ) : void

Method Details

AddTime() public méthode

public AddTime ( Real deltaTime ) : void
deltaTime Real
Résultat void

InjectKeyDown() public méthode

public InjectKeyDown ( SharpInputSystem e ) : void
e SharpInputSystem
Résultat void

InjectKeyUp() public méthode

public InjectKeyUp ( SharpInputSystem e ) : void
e SharpInputSystem
Résultat void

InjectMouseDown() public méthode

public InjectMouseDown ( SharpInputSystem e, SharpInputSystem id ) : void
e SharpInputSystem
id SharpInputSystem
Résultat void

InjectMouseMove() public méthode

public InjectMouseMove ( SharpInputSystem e ) : void
e SharpInputSystem
Résultat void

SinbadCharacterController() public méthode

public SinbadCharacterController ( Camera cam ) : Axiom.Core
cam Axiom.Core.Camera
Résultat Axiom.Core

Property Details

AnimFadeSpeed public_oe property

animation crossfade speed in % of full weight per second
public Real AnimFadeSpeed
Résultat Real

Gravity public_oe property

gravity in downward units per squared second
public Real Gravity
Résultat Real

JumpAcceleration public_oe property

character jump acceleration in upward units per squared second
public Real JumpAcceleration
Résultat Real

TurnSpeed public_oe property

character turning in degrees per second
public Real TurnSpeed
Résultat Real

anims protected_oe property

// master animation list
protected AnimationState[] anims
Résultat AnimationState[]

baseAnimID protected_oe property

current base (full- or lower-body) animation
protected AnimationID baseAnimID
Résultat AnimationID

bodyEnt protected_oe property

protected Entity,Axiom.Core bodyEnt
Résultat Axiom.Core.Entity

bodyNode protected_oe property

protected SceneNode,Axiom.Core bodyNode
Résultat Axiom.Core.SceneNode

camera protected_oe property

protected Camera,Axiom.Core camera
Résultat Axiom.Core.Camera

cameraGoal protected_oe property

protected SceneNode,Axiom.Core cameraGoal
Résultat Axiom.Core.SceneNode

cameraNode protected_oe property

protected SceneNode,Axiom.Core cameraNode
Résultat Axiom.Core.SceneNode

cameraPivot protected_oe property

protected SceneNode,Axiom.Core cameraPivot
Résultat Axiom.Core.SceneNode

fadingIn protected_oe property

which animations are fading in
protected bool[] fadingIn
Résultat bool[]

fadingOut protected_oe property

which animations are fading out
protected bool[] fadingOut
Résultat bool[]

goalDirection protected_oe property

actual intended direction in world-space
protected Vector3,Axiom.Math goalDirection
Résultat Axiom.Math.Vector3

keyDirection protected_oe property

player's local intended direction based on WASD keys
protected Vector3,Axiom.Math keyDirection
Résultat Axiom.Math.Vector3

pivotPitch protected_oe property

protected Real pivotPitch
Résultat Real

sword1 protected_oe property

protected Entity,Axiom.Core sword1
Résultat Axiom.Core.Entity

sword2 protected_oe property

protected Entity,Axiom.Core sword2
Résultat Axiom.Core.Entity

swordTrail protected_oe property

protected RibbonTrail swordTrail
Résultat RibbonTrail

swordsDrawn protected_oe property

protected bool swordsDrawn
Résultat bool

timer protected_oe property

general timer to see how long animations have been playing
protected Real timer
Résultat Real

topAnimID protected_oe property

current top (upper-body) animation
protected AnimationID topAnimID
Résultat AnimationID

verticalVelocity protected_oe property

for jumping
protected Real verticalVelocity
Résultat Real