C# 클래스 RootMotion.FinalIK.InteractionSystem

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: Alx666/ProjectPhoenix 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
OnInteractionEvent InteractionEventDelegate
OnInteractionPause InteractionDelegate
OnInteractionPickUp InteractionDelegate
OnInteractionResume InteractionDelegate
OnInteractionStart InteractionDelegate
OnInteractionStop InteractionDelegate
raycastHit UnityEngine.RaycastHit

공개 메소드들

메소드 설명
GetClosestTriggerIndex ( ) : int

Returns the InteractionTrigger that is in range and closest to the character.

GetInteractionObject ( FullBodyBipedEffector effectorType ) : RootMotion.FinalIK.InteractionObject

Gets the current interaction object of an effector.

GetMinActiveProgress ( ) : float

Gets the minimum progress of any active interaction

GetProgress ( FullBodyBipedEffector effectorType ) : float

Gets the progress of any interaction with the specified effector.

GetTriggerRange ( int index ) : InteractionTrigger.Range

Return the current most appropriate range of an InteractionTrigger listed in triggersInRange.

IsInInteraction ( FullBodyBipedEffector effectorType ) : bool

Determines whether this effector is interaction and not paused

IsInSync ( ) : bool

Returns true if either all effectors in interaction are paused or none is.

IsPaused ( ) : bool

Returns true if any of the effectors is paused

IsPaused ( FullBodyBipedEffector effectorType ) : bool

Determines whether this effector is paused

LateUpdate ( ) : void
OnDestroy ( ) : void
OnDrawGizmosSelected ( ) : void
OnTriggerEnter ( Collider c ) : void
OnTriggerExit ( Collider c ) : void
PauseAll ( ) : void

Pauses all the interaction effectors.

PauseInteraction ( FullBodyBipedEffector effectorType ) : bool

Pauses the interaction of an effector.

ResumeAll ( ) : void

Resumes all the paused interaction effectors.

ResumeInteraction ( FullBodyBipedEffector effectorType ) : bool

Resumes the paused interaction of an effector.

StartInteraction ( FullBodyBipedEffector effectorType, RootMotion.FinalIK.InteractionObject interactionObject, bool interrupt ) : bool

Starts the interaction between an effector and an interaction object.

StopAll ( ) : void

Stops all interactions.

StopInteraction ( FullBodyBipedEffector effectorType ) : bool

Stops the interaction of an effector.

TriggerEffectorsReady ( int index ) : bool

Returns true if all effectors of a trigger are either not in interaction or paused

TriggerInteraction ( int index, bool interrupt ) : bool

Triggers all interactions of an InteractionTrigger. Returns false if unsuccessful (maybe out of range).

Update ( ) : void

보호된 메소드들

메소드 설명
Start ( ) : void

비공개 메소드들

메소드 설명
ContactIsInRange ( int index, int &bestRangeIndex ) : bool
IsValid ( bool log ) : bool
LookAtInteraction ( FullBodyBipedEffector effector, RootMotion.FinalIK.InteractionObject interactionObject ) : void
OnPostFBBIK ( ) : void
OnPreFBBIK ( ) : void
OpenScriptReference ( ) : void
OpenUserManual ( ) : void
Raycasting ( ) : void
TriggerIndexIsValid ( int index ) : bool
UpdateTriggerEventBroadcasting ( ) : void

메소드 상세

GetClosestTriggerIndex() 공개 메소드

Returns the InteractionTrigger that is in range and closest to the character.
public GetClosestTriggerIndex ( ) : int
리턴 int

GetInteractionObject() 공개 메소드

Gets the current interaction object of an effector.
public GetInteractionObject ( FullBodyBipedEffector effectorType ) : RootMotion.FinalIK.InteractionObject
effectorType FullBodyBipedEffector
리턴 RootMotion.FinalIK.InteractionObject

GetMinActiveProgress() 공개 메소드

Gets the minimum progress of any active interaction
public GetMinActiveProgress ( ) : float
리턴 float

GetProgress() 공개 메소드

Gets the progress of any interaction with the specified effector.
public GetProgress ( FullBodyBipedEffector effectorType ) : float
effectorType FullBodyBipedEffector
리턴 float

GetTriggerRange() 공개 메소드

Return the current most appropriate range of an InteractionTrigger listed in triggersInRange.
public GetTriggerRange ( int index ) : InteractionTrigger.Range
index int
리턴 InteractionTrigger.Range

IsInInteraction() 공개 메소드

Determines whether this effector is interaction and not paused
public IsInInteraction ( FullBodyBipedEffector effectorType ) : bool
effectorType FullBodyBipedEffector
리턴 bool

IsInSync() 공개 메소드

Returns true if either all effectors in interaction are paused or none is.
public IsInSync ( ) : bool
리턴 bool

IsPaused() 공개 메소드

Returns true if any of the effectors is paused
public IsPaused ( ) : bool
리턴 bool

IsPaused() 공개 메소드

Determines whether this effector is paused
public IsPaused ( FullBodyBipedEffector effectorType ) : bool
effectorType FullBodyBipedEffector
리턴 bool

LateUpdate() 공개 메소드

public LateUpdate ( ) : void
리턴 void

OnDestroy() 공개 메소드

public OnDestroy ( ) : void
리턴 void

OnDrawGizmosSelected() 공개 메소드

public OnDrawGizmosSelected ( ) : void
리턴 void

OnTriggerEnter() 공개 메소드

public OnTriggerEnter ( Collider c ) : void
c UnityEngine.Collider
리턴 void

OnTriggerExit() 공개 메소드

public OnTriggerExit ( Collider c ) : void
c UnityEngine.Collider
리턴 void

PauseAll() 공개 메소드

Pauses all the interaction effectors.
public PauseAll ( ) : void
리턴 void

PauseInteraction() 공개 메소드

Pauses the interaction of an effector.
public PauseInteraction ( FullBodyBipedEffector effectorType ) : bool
effectorType FullBodyBipedEffector
리턴 bool

ResumeAll() 공개 메소드

Resumes all the paused interaction effectors.
public ResumeAll ( ) : void
리턴 void

ResumeInteraction() 공개 메소드

Resumes the paused interaction of an effector.
public ResumeInteraction ( FullBodyBipedEffector effectorType ) : bool
effectorType FullBodyBipedEffector
리턴 bool

Start() 보호된 메소드

protected Start ( ) : void
리턴 void

StartInteraction() 공개 메소드

Starts the interaction between an effector and an interaction object.
public StartInteraction ( FullBodyBipedEffector effectorType, RootMotion.FinalIK.InteractionObject interactionObject, bool interrupt ) : bool
effectorType FullBodyBipedEffector
interactionObject RootMotion.FinalIK.InteractionObject
interrupt bool
리턴 bool

StopAll() 공개 메소드

Stops all interactions.
public StopAll ( ) : void
리턴 void

StopInteraction() 공개 메소드

Stops the interaction of an effector.
public StopInteraction ( FullBodyBipedEffector effectorType ) : bool
effectorType FullBodyBipedEffector
리턴 bool

TriggerEffectorsReady() 공개 메소드

Returns true if all effectors of a trigger are either not in interaction or paused
public TriggerEffectorsReady ( int index ) : bool
index int
리턴 bool

TriggerInteraction() 공개 메소드

Triggers all interactions of an InteractionTrigger. Returns false if unsuccessful (maybe out of range).
public TriggerInteraction ( int index, bool interrupt ) : bool
index int
interrupt bool
리턴 bool

Update() 공개 메소드

public Update ( ) : void
리턴 void

프로퍼티 상세

OnInteractionEvent 공개적으로 프로퍼티

Called when an interaction event occurs.
public InteractionEventDelegate OnInteractionEvent
리턴 InteractionEventDelegate

OnInteractionPause 공개적으로 프로퍼티

Called when an Interaction has been paused
public InteractionDelegate OnInteractionPause
리턴 InteractionDelegate

OnInteractionPickUp 공개적으로 프로퍼티

Called when an InteractionObject has been picked up.
public InteractionDelegate OnInteractionPickUp
리턴 InteractionDelegate

OnInteractionResume 공개적으로 프로퍼티

Called when a paused Interaction has been resumed
public InteractionDelegate OnInteractionResume
리턴 InteractionDelegate

OnInteractionStart 공개적으로 프로퍼티

Called when an InteractionEvent has been started
public InteractionDelegate OnInteractionStart
리턴 InteractionDelegate

OnInteractionStop 공개적으로 프로퍼티

Called when an Interaction has been stopped
public InteractionDelegate OnInteractionStop
리턴 InteractionDelegate

raycastHit 공개적으로 프로퍼티

Gets the RaycastHit from trigger seeking.
public RaycastHit,UnityEngine raycastHit
리턴 UnityEngine.RaycastHit