Property | Type | Description | |
---|---|---|---|
CurrentStrike | string | ||
currWeapon | WeaponMelee, | ||
currWeaponRanged | WeaponRanged, | ||
currentAmmo | ObjectInteraction, |
Method | 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.
|
Method | Description | |
---|---|---|
LaunchAmmo ( ) : bool |
Launchs the ammo.
|
|
RollForAHitMelee ( NPC, Origin, ObjectInteraction, Target ) : int | ||
RollForAHitMelee ( UWCharacter, Origin, ObjectInteraction, Target, WeaponMelee, weap ) : int |
public ExecuteMelee ( string StrikeType, float StrikeCharge ) : IEnumerator | ||
StrikeType | string | |
StrikeCharge | float | |
return | IEnumerator |