C# Class SuperCharacterController, SuperCharacterController

Custom character controller, to be used by attaching the component to an object and writing scripts attached to the same object that recieve the "SuperUpdate" message
Inheritance: MonoBehaviour
Exibir arquivo Open project: IronWarrior/SuperCharacterController Class Usage Examples

Public Properties

Property Type Description
Walkable LayerMask

Public Methods

Method Description
Awake ( ) : void
ClampToGround ( ) : void
ClearIgnoredColliders ( ) : void
DisableClamping ( ) : void
DisableSlopeLimit ( ) : void
EnableClamping ( ) : void
EnableSlopeLimit ( ) : void
IgnoreCollider ( Collider col ) : void
IsClamping ( ) : bool
ManualUpdate ( float deltaTime ) : void
OnDrawGizmos ( ) : void
PointAboveFeet ( Vector3 point ) : bool
PointBelowHead ( Vector3 point ) : bool
ProbeGround ( int iter ) : void
RecursivePushback ( int depth, int maxDepth ) : void

Check if any of the CollisionSpheres are colliding with any walkable objects in the world. If they are, apply a proper pushback and retrieve the collision data

RemoveIgnoredCollider ( Collider col ) : void
SingleUpdate ( ) : void
SpherePosition ( CollisionSphere, sphere ) : Vector3
Update ( ) : void

Private Methods

Method Description
PopIgnoredColliders ( ) : void
PushIgnoredColliders ( ) : void
SlopeLimit ( ) : bool

Prevents the player from walking up slopes of a larger angle than the object's SlopeLimit.

Method Details

Awake() public method

public Awake ( ) : void
return void

ClampToGround() public method

public ClampToGround ( ) : void
return void

ClearIgnoredColliders() public method

public ClearIgnoredColliders ( ) : void
return void

DisableClamping() public method

public DisableClamping ( ) : void
return void

DisableSlopeLimit() public method

public DisableSlopeLimit ( ) : void
return void

EnableClamping() public method

public EnableClamping ( ) : void
return void

EnableSlopeLimit() public method

public EnableSlopeLimit ( ) : void
return void

IgnoreCollider() public method

public IgnoreCollider ( Collider col ) : void
col Collider
return void

IsClamping() public method

public IsClamping ( ) : bool
return bool

ManualUpdate() public method

public ManualUpdate ( float deltaTime ) : void
deltaTime float
return void

OnDrawGizmos() public method

public OnDrawGizmos ( ) : void
return void

PointAboveFeet() public method

public PointAboveFeet ( Vector3 point ) : bool
point Vector3
return bool

PointBelowHead() public method

public PointBelowHead ( Vector3 point ) : bool
point Vector3
return bool

ProbeGround() public method

public ProbeGround ( int iter ) : void
iter int
return void

RecursivePushback() public method

Check if any of the CollisionSpheres are colliding with any walkable objects in the world. If they are, apply a proper pushback and retrieve the collision data
public RecursivePushback ( int depth, int maxDepth ) : void
depth int
maxDepth int
return void

RemoveIgnoredCollider() public method

public RemoveIgnoredCollider ( Collider col ) : void
col Collider
return void

SingleUpdate() public method

public SingleUpdate ( ) : void
return void

SpherePosition() public method

public SpherePosition ( CollisionSphere, sphere ) : Vector3
sphere CollisionSphere,
return Vector3

Update() public method

public Update ( ) : void
return void

Property Details

Walkable public_oe property

public LayerMask Walkable
return LayerMask