Class FVRMovementManager
- Namespace
- FistVR
- Assembly
- Assembly-CSharp.dll
public class FVRMovementManager : MonoBehaviour
- Inheritance
-
FVRMovementManager
Constructors
FVRMovementManager()
public FVRMovementManager()
Fields
AirSound
public AudioSource AirSound
Field Value
- AudioSource
Body
public FVRPlayerBody Body
Field Value
- FVRPlayerBody
Cylinders
public Transform[] Cylinders
Field Value
- Transform[]
DashSpeed
Field Value
- float
FloorHelperPrefab
public GameObject FloorHelperPrefab
Field Value
- GameObject
Hands
public FVRViveHand[] Hands
Field Value
- FVRViveHand[]
Head
Field Value
- Transform
JoyStickTeleportArrowPrefab
public GameObject JoyStickTeleportArrowPrefab
Field Value
- GameObject
LBL_firstDIst
public Text LBL_firstDIst
Field Value
- Text
LBL_secondDIst
public Text LBL_secondDIst
Field Value
- Text
LM_PointSearch
public LayerMask LM_PointSearch
Field Value
- LayerMask
LM_TeleCast
public LayerMask LM_TeleCast
Field Value
- LayerMask
LeftHand
public Transform LeftHand
Field Value
- Transform
Mode
public FVRMovementManager.MovementMode Mode
Field Value
- FVRMovementManager.MovementMode
MovementRig
public FVRMovementRig MovementRig
Field Value
- FVRMovementRig
MovementRigPrefab
public GameObject MovementRigPrefab
Field Value
- GameObject
RightHand
public Transform RightHand
Field Value
- Transform
SlidingSpeed
public float SlidingSpeed
Field Value
- float
TouchpadIndicationArrowPrefab
public GameObject TouchpadIndicationArrowPrefab
Field Value
- GameObject
TouchpadIndicationArrowPrefab_HorizontalOnly
public GameObject TouchpadIndicationArrowPrefab_HorizontalOnly
Field Value
- GameObject
m_teleportUsesRotation
public bool m_teleportUsesRotation
Field Value
- bool
Methods
Awake()
Blast(Vector3, float, bool)
public void Blast(Vector3 dir, float vel, bool DampInAir = true)
Parameters
dir
Vector3
vel
float
DampInAir
bool
public void CleanupFlagsForModeSwitch()
ClearAllGrabPoseInteractions()
public void ClearAllGrabPoseInteractions()
ClearInProgressTeleportAction()
public void ClearInProgressTeleportAction()
CycleMode()
DelayGround(float)
public void DelayGround(float f)
Parameters
f
float
public void DeregisterSmoothLocoAdder(FVRMovementManager.TransformVelocity velocityDelegate)
Parameters
velocityDelegate
FVRMovementManager.TransformVelocity
public void DeregisterSmoothLocoRestrictor(FVRMovementManager.TransformVelocity velocityDelegate)
Parameters
velocityDelegate
FVRMovementManager.TransformVelocity
DisableForceControl()
public void DisableForceControl()
EndGrabPointMove(FVRViveHand, Vector3)
public void EndGrabPointMove(FVRViveHand hand, Vector3 extraVel = null)
Parameters
hand
FVRViveHand
extraVel
Vector3
FU()
FindValidPointCurved(Vector3, Vector3, float)
public Vector3 FindValidPointCurved(Vector3 castOrigin, Vector3 castDir, float initialVel)
Parameters
castOrigin
Vector3
castDir
Vector3
initialVel
float
Returns
- Vector3
FindValidPointCurvedForRotatedTeleport(Vector3, Vector3, float)
public Vector3 FindValidPointCurvedForRotatedTeleport(Vector3 castOrigin, Vector3 castDir, float initialVel)
Parameters
castOrigin
Vector3
castDir
Vector3
initialVel
float
Returns
- Vector3
FixedUpdate()
public void FixedUpdate()
ForceControlTick(TestLocoController)
public void ForceControlTick(TestLocoController tc)
Parameters
tc
TestLocoController
GetFilteredVel()
public Vector3 GetFilteredVel()
Returns
- Vector3
GetLastWorldDir()
public Vector3 GetLastWorldDir()
Returns
- Vector3
GetTC()
public TestLocoController GetTC()
Returns
- TestLocoController
GetTopSpeedInLastSecond()
public float GetTopSpeedInLastSecond()
Returns
- float
Init(FVRSceneSettings)
public void Init(FVRSceneSettings SceneSettings)
Parameters
SceneSettings
FVRSceneSettings
IsSmoothLoco()
public bool IsSmoothLoco()
Returns
- bool
public void RegisterSmoothLocoAdder(FVRMovementManager.TransformVelocity velocityDelegate)
Parameters
velocityDelegate
FVRMovementManager.TransformVelocity
public void RegisterSmoothLocoRestrictor(FVRMovementManager.TransformVelocity velocityDelegate)
Parameters
velocityDelegate
FVRMovementManager.TransformVelocity
ResetNeckPoses()
public void ResetNeckPoses()
RocketJump(Vector3, Vector2, float)
public void RocketJump(Vector3 pos, Vector2 range, float vel)
Parameters
pos
Vector3
range
Vector2
vel
float
RotatePointAroundPivotWithEuler(Vector3, Vector3, Vector3)
public Vector3 RotatePointAroundPivotWithEuler(Vector3 point, Vector3 pivot, Vector3 angles)
Parameters
point
Vector3
pivot
Vector3
angles
Vector3
Returns
- Vector3
SetDashDestination(Vector3)
public float SetDashDestination(Vector3 point)
Parameters
point
Vector3
Returns
- float
SetForceControl(TestLocoController)
public void SetForceControl(TestLocoController tc)
Parameters
tc
TestLocoController
SetSlidingDestination(Vector3)
public void SetSlidingDestination(Vector3 point)
Parameters
point
Vector3
ShouldFlushTouchpad(FVRViveHand)
public bool ShouldFlushTouchpad(FVRViveHand hand)
Parameters
hand
FVRViveHand
Returns
- bool
TeleportToPoint(Vector3, bool)
public float TeleportToPoint(Vector3 point, bool isAbsolute)
Parameters
point
Vector3
isAbsolute
bool
Returns
- float
TeleportToPoint(Vector3, bool, Vector3)
public float TeleportToPoint(Vector3 point, bool isAbsolute, Vector3 lookDir)
Parameters
point
Vector3
isAbsolute
bool
lookDir
Vector3
Returns
- float
TurnClockWise()
public void TurnClockWise()
TurnCounterClockWise()
public void TurnCounterClockWise()
Update()
UpdateGrabPointMove()
public void UpdateGrabPointMove()
UpdateMovementWithHand(FVRViveHand)
public void UpdateMovementWithHand(FVRViveHand hand)
Parameters
hand
FVRViveHand