read mepdf v3_0_05locomotion

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Locomotion Setup Each Locomotion Script do not get executed via their own Update(), But through LocomotionManager instead UnitSetupEditor should do this automatically for you. If you want to set this up Manually, In Locomotion List, increase the size According to what you wanted, And Plug The Locomotion Script to Locomotion List. Last Updated in 2.0

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Page 1: Read mepdf v3_0_05locomotion

Locomotion Setup

Each Locomotion Script do not get executed via their own Update(), But through LocomotionManager instead UnitSetupEditor should do this automatically for you. If you want to set this up Manually, In Locomotion List, increase the size According to what you wanted, And Plug The Locomotion Script to Locomotion List.

Last Updated in 2.0

Page 2: Read mepdf v3_0_05locomotion

Character will use the Locomotion based on the current equipped weapon.

Inside EnumCollection.cs Float Value LocomotionType is determined by WEAPONCONTROLTYPE * 10 + ( MELEETYPE or FIREARMTYPE ) This apply to all of states that require Weapon Specific

motions

Weapon Base Locomotion Type

Last Updated in 2.5

Page 3: Read mepdf v3_0_05locomotion

Locomotion Type1 – Face Input Direction

Camera

Unit

Character will move to face the Direction of input perpendicular to Camera View

Horizontal Input = 1

Camera

Un

it

Horizontal Input = 1 Vertical Input = 1

Last Updated in 2.0

Page 4: Read mepdf v3_0_05locomotion

Inside Animation Controller Character will move and blend Walking Motions base on

moveSpeed Parameter moveSpeed value is determined by the magnitude of

Vector2, Input Vertical and Input Horizontal values.

Locomotion Type1 – Face Input Direction

Last Updated in 1.0

Page 5: Read mepdf v3_0_05locomotion

If you prefer your Character to move Perpendicular to Camera while always facing Forward from Camera

If both are On, Hold Right Click to Activate MoveAim Camera will be Move to AimCamPos_Stand Transform If BiPolarMovement is on But BiPolarWontOverride is off Face Input Direction Movement will be override

Vertical Input = 1

Camera

Unit

Horizontal Input = 1

Locomotion Type2 – Bi-Polar Movement

Last Updated in 2.0

Page 6: Read mepdf v3_0_05locomotion

Crouching motion work the same way as Standard Locomotion, only doing it while crouching instead. While Laying, Unit can Rotate, but won’t be able to move while

in BiPolar Mode.

Locomotion Type3 – Crouching

Last Updated in 2.3

Page 7: Read mepdf v3_0_05locomotion

Crouch Control

Last Updated in 2.5

This can be edit in InputModule_Player public LOCOSTATE LocoInput( LOCOSTATE currentLoco ) By Default, Crouch Button is mapped to C Key, or Right Analog Press on XBox360 When Crouch Button is pressed + while no Movement input is made, Locomotion State Change will be toggle Quickly press button will be abbreviate as 1: Holding for a bit then release, will be abbreviate as 2: While Stand 1: Crouch 2: Laying While Crouch 1: Stand 2: Laying While Laying 1: Crouch 2: Stand

Page 8: Read mepdf v3_0_05locomotion

While Laying

Last Updated in 2.3

This will be further explained in ReadMePDF_V2_5_07_01RangeWeaponControl Certain Weapons cannot be Aim while Laying. When enter Aiming Mode, they will enter Crouching State To Edit which Weapon can Aim while Laying, Use Pistols Setup as Template, Add Motions accordingly Inside UnitControl_WeaponManager Edit function public bool IsCurrentWeaponAttackableWhileLaying()

Page 9: Read mepdf v3_0_05locomotion

Override Control

By Default, when Character is in a state that the Player shouldn’t be able to control the Character, Locomotion Control will be ignore.

If you want to add States that the Player Shouldn’t be able to control Character, Inside UnitControl_Base Script, => IsInUncontrollableState() Anything that return true will override Locomotion Control

Last Updated in 2.0