Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Adventure Kit Player Controller 2013 by FreetimeCoder www.freetimestudio.net
AdvKit.AdvKitPlayerController
Variables Summary | |
---|---|
AdvKitPawn | advPawn |
float | fMaxCameraDistance |
float | fMinCameraDistance |
Functions Summary | ||
---|---|---|
![]() | BeginState (name PreviousStateName)) PlayerBalancing | |
![]() | BeginState (name PreviousStateName)) PlayerCeilingClimbing | |
![]() | BeginState (Name PreviousStateName)) PlayerDiving | |
![]() | BeginState (Name PreviousStateName)) PlayerInteracting | |
![]() | BeginState (Name PreviousStateName)) PlayerLedgeClimbing | |
![]() | BeginState (name PreviousStateName)) PlayerPoleClimbing | |
![]() | BeginState (name PreviousStateName)) PlayerPoleStanding | |
![]() | BeginState (name PreviousStateName)) PlayerSliding | |
![]() | BeginState (Name PreviousStateName)) PlayerSplineMoving | |
![]() | BeginState (name PreviousStateName)) PlayerSwimming | |
![]() | BeginState (Name PreviousStateName)) PlayerTightSpaceWalking | |
![]() | BeginState (name PreviousStateName)) PlayerWalking | |
![]() | BeginState (name PreviousStateName)) PlayerWallClimbing | |
![]() | BeginState (name PreviousStateName)) PlayerWallJumping | |
![]() | bool | CheckAdvVolume ())) |
![]() | bool | CheckForCeilingLocationInDirection (Vector _vDirection)) |
![]() | bool | CheckForClimbLocationInDirection (out Vector _vOutDirection)) |
![]() | bool | CheckForFloor ())) |
![]() | bool | CheckForWall ())) |
![]() | bool | CheckIfOnSlide ())) |
![]() | bool | CheckLedgeGrab (out AdvKitSplineActor _outLedge, out float _outfDistance)) |
![]() | bool | CheckSplineEnd (optional float _fCheckDistance)) |
![]() | bool | CheckVaulting ())) |
![]() | bool | CheckWalkOverLedge (out AdvKitSplineActor _outLedge, out float _outfDistance)) |
![]() | EndState (Name NextStateName)) PlayerBalancing | |
![]() | EndState (name NextStateName)) PlayerCeilingClimbing | |
![]() | EndState (Name NextStateName)) PlayerDiving | |
![]() | EndState (name NextStateName)) PlayerPoleClimbing | |
![]() | EndState (name NextStateName)) PlayerPoleStanding | |
![]() | EndState (name NextStateName)) PlayerSliding | |
![]() | EndState (Name NextStateName)) PlayerSplineMoving | |
![]() | EndState (name NextStateName)) PlayerSwimming | |
![]() | EndState (Name NextStateName)) PlayerTightSpaceWalking | |
![]() | EndState (name NextStateName)) PlayerWalking | |
![]() | EndState (name NextStateName)) PlayerWallClimbing | |
![]() | EndState (Name NextStateName)) PlayerWallJumping | |
![]() | FallDown ())) | |
![]() | bool | GetClosestSpline (Vector _vToLocation, class<AdvKitSplineActor> _splineClass, out AdvKitSplineActor _outSpline, optional out float _outfLength, optional float _fCheckRadius, optional float _fAcceptRadius)) |
![]() | Vector | GetDirectionalizedInputMovement (float _fDeltaTime)) |
![]() | Vector | GetDirectionalizedInputMovement (float _fDeltaTime)) PlayerDiving |
![]() | Vector | GetDirectionalizedInputMovement (float _fDeltaTime)) PlayerWallClimbing |
![]() | Vector | GetRelativeInputLook (float _fDeltaTime)) |
![]() | Vector | GetRelativeInputMovement (float _fDeltaTime)) |
![]() | Interact (EInteractionState _interaction)) | |
![]() | NextWeapon ())) | |
![]() | bool | NotifyHitWall (vector _vHitNormal, actor _wall)) |
![]() | bool | NotifyLanded (vector _vHitNormal, Actor _floor)) |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime) | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerCeilingClimbing | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerInteracting | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerLedgeClimbing | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerPoleClimbing | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerPoleStanding | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerSwimming | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerTightSpaceWalking | |
![]() | NotifyOnAnimEnd (AnimNodeSequence _SeqNode, float _fPlayedTime, float _fExcessTime)) PlayerWalking | |
![]() | NotifyOnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)) PlayerWallClimbing | |
![]() | NotifyOnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)) PlayerWallJumping | |
![]() | NotifyPreSplineEnd (optional AdvKitSplineActor _nextSplineActor, optional float _fDistToChange) | |
![]() | NotifyPreSplineEnd (optional AdvKitSplineActor _nextSplineActor, optional float _fDistToChange)) PlayerLedgeClimbing | |
![]() | bool | NotifySplineChanged (AdvKitSplineActor _oldSplineActor, AdvKitSplineActor _newSplineActor) |
![]() | PlayerMove (float _fDeltaTime)) PlayerBalancing | |
![]() | PlayerMove (float _fDeltaTime)) PlayerCeilingClimbing | |
![]() | PlayerMove (float _fDeltaTime)) PlayerDiving | |
![]() | PlayerMove (float _fDeltaTime)) PlayerInteracting | |
![]() | PlayerMove (float _fDeltaTime)) PlayerLedgeClimbing | |
![]() | PlayerMove (float _fDeltaTime)) PlayerPoleClimbing | |
![]() | PlayerMove (float _fDeltaTime)) PlayerPoleStanding | |
![]() | PlayerMove (float DeltaTime)) PlayerSliding | |
![]() | PlayerMove (float _fDeltaTime)) PlayerSwimming | |
![]() | PlayerMove (float _fDeltaTime)) PlayerTightSpaceWalking | |
![]() | PlayerMove (float _fDeltaTime)) PlayerWalking | |
![]() | PlayerMove (float _fDeltaTime)) PlayerWallClimbing | |
![]() | PlayerMove (float _fDeltaTime)) PlayerWallJumping | |
![]() | Possess (Pawn _inPawn, bool _bVehicleTransition)) | |
![]() | PrevWeapon ())) | |
![]() | RecalculateClimbingPosition ())) | |
![]() | ShowMenu ())) | |
![]() | Actor | TraceAdvanced (Vector _vStartTrace, Vector _vEndTrace, optional Vector _vExtent, optional bool _bTraceActors, optional out Vector _vOutHitLocation, optional out Vector _vOutHitNormal, optional out TraceHitInfo _outHitInfo, optional int _iExtraTraceFlags, optional out AdvKitPhysicalMaterialProperty _physProperty)) |
![]() | bool | TraceForWallClimbSurface (Vector _vTraceStart, Vector _vTraceEnd, optional out Vector _vOutHitNormal)) |
![]() | UpdatePawnRotation (float _fDeltaTime)) | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerBalancing | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerCeilingClimbing | |
![]() | UpdatePawnRotation (float DeltaTime )) PlayerDiving | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerLedgeClimbing | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerPoleClimbing | |
![]() | UpdatePawnRotation (float _fDeltaTime )) PlayerPoleStanding | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerSliding | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerTightSpaceWalking | |
![]() | UpdatePawnRotation (float _fDeltaTime)) PlayerWallClimbing | |
![]() | UpdateRotation (float _fDeltaTime )) | |
![]() | UpdateRotation (float _fDeltaTime )) PlayerInteracting | |
![]() | Zoom (float _fZoom, optional float _fDeltaTime)) |
States Summary |
---|
PlayerBalancing Source code |
---|
state PlayerBalancing extends PlayerSplineMoving |
BeginState, EndState, PlayerMove, UpdatePawnRotation |
PlayerCeilingClimbing Source code |
---|
state PlayerCeilingClimbing |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation |
PlayerDiving Source code |
---|
state PlayerDiving extends PlayerSwimming |
BeginState, EndState, GetDirectionalizedInputMovement, PlayerMove, UpdatePawnRotation |
PlayerInteracting Source code |
---|
state PlayerInteracting |
BeginState, NotifyOnAnimEnd, PlayerMove, UpdateRotation |
PlayerLedgeClimbing Source code |
---|
state PlayerLedgeClimbing extends PlayerSplineMoving |
BeginState, NotifyOnAnimEnd, NotifyPreSplineEnd, PlayerMove, UpdatePawnRotation |
PlayerPoleClimbing Source code |
---|
state PlayerPoleClimbing |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation |
PlayerPoleStanding Source code |
---|
state PlayerPoleStanding |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation |
PlayerSliding Source code |
---|
state PlayerSliding |
BeginState, EndState, PlayerMove, UpdatePawnRotation |
PlayerSplineMoving Source code |
---|
state PlayerSplineMoving |
BeginState, EndState |
PlayerSwimming Source code |
---|
state PlayerSwimming |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove |
PlayerTightSpaceWalking Source code |
---|
state PlayerTightSpaceWalking extends PlayerSplineMoving |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation |
PlayerWalking Source code |
---|
state PlayerWalking |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove |
PlayerWallClimbing Source code |
---|
state PlayerWallClimbing |
BeginState, EndState, GetDirectionalizedInputMovement, NotifyOnAnimEnd, PlayerMove, UpdatePawnRotation |
PlayerWallJumping Source code |
---|
state PlayerWallJumping |
BeginState, EndState, NotifyOnAnimEnd, PlayerMove |
Variables Detail |
---|
hold a AdvKitPawn reference to prevent alot of unecessary casting (set in Posses)
maximum distance of the camera to the pawn
minimum distance of the camera to the pawn
Functions Detail |
---|
Check whether the pawn is inside a AdvKitVolume and try to go to the coresponding state
@return true if a state change has occured
Make a trace to check if the direction the player wants to climb and check whether it's possible
@param _vDirection the direction to climb in
@return true if the Pawn can climb in this direction
Check if the Pawn can climb into the given direction
@param _vOutDirection the direction the player want to climb in, will be modified by the function when partial movement is possible
@return true if the it is possible to climb in the direction
Check for a floor beneath the pawn
@return true if there is a floor
Do a trace to find out whether there is a wall beneath the ledge
@return true if there is a wall, false otherwise
Check if the Pawn is on a slide I case it is, this function sets the Slope-variables of the pawn
@return true if it is on a slide
Try to find a ledge to grab while falling down
@param _outLedge the found ledge
@param _outfDistance the distance on the spline for the found location
@return true if a ledge was found
Check if current splineDistance+offset is still on spline curve. It does not check for the current spline actor only, but looks ahead to the next connection. If the offset goes over the current SplineActor, this function calls NotifyPreSplineEnd
@param _fCheckDistance the offset
@return true if it's still on the spline curve
Check if the pawn is standing in front of a platform that he can vault on
@return true in case the Pawn can vault, false otherwise
Look if the Pawn is walking over an edge and try to find a ledge to grab
@param _outLedge the found ledge
@param _outfDistance the distance on the spline for the found location
@return true if a ledge was found
This function is called from a timer inside of the PlayerWallJumping state to make the Pawn fall down after a time specified by fWallJumpFallDownTime
Finds the closest location on the closest spline actor to a given position within a given radius
@param _vToLocation the reference location to
@param _splineClass only spline actors with this class will be chacked
@param _outSpline the spline actor closest to the reference location
@param _outfLength the length on the spline closest to the reference location
@param _fCheckRadius how far around the location to check for spline actors
@param _fAcceptRadius the threshhold to accept locations on spline actors
@return true if a spline actor was found, false if not
Transforms relative movement input into camera aligned axes For walking this means the XY-Plane
@param _fDeltaTime the current delta time to use for scaling
@return the transformed vector
This calculates a relative look input vector with the axes being within -1 and 1 (Look input is mouse or right analog stick)
@param _fDeltaTime the current delta time to use for scaling
@return the relative vector
This calculates a relative movement input vector with the axes being within -1 and 1 (Movement input is keys or left analog stick)
@param _fDeltaTime the current delta time to use for scaling
@return the relative vector
Called from AdvKitLeverTrigger upon use to have the advPawn play a synchronized use animation
@param _interaction the state of the interaction (animation controll of the AnimTree)
Called when our pawn has collided with a blocking piece of world geometry
@param _vHitNormal the normal of the hit surface
@param _wall the hit wall
@return false to call HitWall on the pawn, true to prevent it
Called when our pawn has landed on a floor
@param _vHitNormal the normal of the hit surface
@param _floor the hit floor
@return false to call Landed on the pawn, true to prevent it
Called from Pawn.OnAnimEnd when the pawn finished playing an animation Look at Actor.OnAnimEnd for Documentation
Called when the Pawn is about to change splines from CheckSplineEnd
@param _nextSplineActor the next spline
@param _fDistToChange how long until the change
Called when the Pawn's spline just changed
@param _oldSplineActor the old spline
@param _newSplineActor the new spline
@return true to prevent OnSplineChanged notification on the pawn
The controller posesses a Pawn
@param _inPawn the Pawn that is getting possesed
@param _bVehicleTransition is it a vehicle transition (not that important)
Called to recalculate the Pawn's location on a climbable surface
This function extends the default Trace function: most parameters are optional and it has additional out parameters
@param _vStartTrace position to start the trace
@param _vEndTrace position to end the trace
@param _vExtent thickness of the trace line
@param _bTraceActors whether to trace actors or brushes
@param _vOutHitLocation location of trace hit
@param _vOutHitNormal normal of polygon the trace hit
@param _outHitInfo additional hit info
@param _iExtraTraceFlags additional trace flags (see Actor.uc TRACEFLAG_*)
@param _physProperty AdvKitPhysicalMaterialProperty of the hit material
@return first hit actor, or none if nothing was hit
Make a trace and to check if it hit a surface that is climbable
@param _vTraceStart the position to start the trace from
@param _vTraceEnd the end position of the trace
@param _vOutHitNormal the normal of the surface
@return true if a climbable surface was hit
Default behaviour (for walking) to rotate the pawn. This is called from UpdateRotation when the advPawn is not in RootMotion.
@param _fDeltaTime the delta time
Update all rotation for Controller, Camera and Pawn
@param _fDeltaTime the delta time
Zoom the camera (modify distance of the camera to the Pawn)
@param _fZoom the distance amount to zoom
@param _fDeltaTime the delta time
Defaultproperties |
---|
defaultproperties { CameraClass = class 'AdvKit.AdvKitCamera' MinHitWall = 0.8 fMinCameraDistance = 64 fMaxCameraDistance = 512 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |