Third Person Controller
Namespaces | Classes
Opsive.ThirdPersonController Namespace Reference

Namespaces

namespace  Abilities
 
namespace  Input
 
namespace  UI
 
namespace  Wrappers
 

Classes

class  AnimatedInteractable
 Play an animation when the interactor interacts with the AnimatedInteractable. More...
 
class  AnimatorItemAbilitySetData
 Extends AnimatorItemSetData by allowing a particular item state to belong to an Ability. More...
 
class  AnimatorItemCollectionData
 Organizes a set of AnimatorItemGroupData into one parent object. More...
 
class  AnimatorItemGroupData
 Represents an array of AnimatorItemStateData. Can specify how to transition from one item state to another. More...
 
class  AnimatorItemSetData
 Contains an array of AnimatorItemGroupData elements. Allows for multiple sets of item states. More...
 
class  AnimatorItemStateData
 Extends AnimatorStateData to store data specific to the item states. More...
 
class  AnimatorMonitor
 Added to the same GameObject as the Animator, the AnimationMonitor will control the trigger based Animator and translate mecanim events to the event system used by the Third Person Controller. More...
 
class  AnimatorStateData
 A small class that stores the state name and the amount of time that it takes to transition to that state. More...
 
class  CameraController
 The controller for a third person or top down camera. The camera will smoothly follow the character as the character moves. While in third person mode, the camera will rotate around the specified character and reduce the amount of clipping and can also zoom when the character is zooming. Top down mode will follow the character with a birds eye view. More...
 
class  CameraHandler
 Acts as an interface between the user input and the camera. More...
 
class  CameraMonitor
 Monitor classes which must be added to the Camera GameObject. This class allows a custom camera controller class to be used without requiring the Third Person Controller Camera Controller and Camera Handler components. More...
 
class  CameraState
 The CameraState specifies the settings for the CameraController. More...
 
class  CharacterBuilder
 Builds the Third Person Controller character. This component allows the character to be built at runtime. More...
 
class  CharacterFootsteps
 Plays a random footstep sound when the foot touches the ground. This is sent through an animation event. More...
 
class  CharacterFootTrigger
 Notifies the CharacterFootsteps component that the foot has collided with the ground. This will allow a sound to be played. More...
 
class  CharacterHealth
 Extends the health component by allowing the character to take fall damage. The amount of damage is specified by a curve. More...
 
class  CharacterIK
 Rotates and positions the character's limbs to face in the correct direction and stand on uneven surfaces. More...
 
class  CharacterRagdoll
 This component has been deprecated and replaced by the RagdollDeath ability. More...
 
class  CharacterRespawner
 When the character respawns it should respawn in the location determined by SpawnSelection. More...
 
class  ClimbableObject
 Any object which allows the character to climb. This includes ladders, vines, and pipes. More...
 
class  Constants
 
class  ConsumableItemType
 Any items that can be consumed by the PrimaryItemType. These items cannot be equipped or used independently. Examples include bullets, flame from a flame thrower, number of melee attacks, etc. More...
 
class  ControllerHandler
 Acts as an interface between the user input and the RigidbodyCharacterController. More...
 
class  CrosshairsType
 Stores the crosshairs variables. More...
 
class  DecalManager
 Manages all of the decals from weapons/explosions. Will fade away older decals when a maximum number of decals have been added. More...
 
class  DecalRemover
 Remove a decal from parent Transform when the parent GameObject is disabled. More...
 
class  Destructable
 The Destructable class is an abstract class which acts as the base class for any object that destroys itself and applies a damange. Primary uses include projectiles and grenades. More...
 
class  DualWieldItemType
 A dual wield item is any item that can be equipped in conjunction with another primary item of the same type. Examples include dual pistols. If a pistol and a shield can be equipped at the same time, they each will have their own primary type. The shield does not need to use the dual wield item type because two shields are not equipped. More...
 
class  EventHandler
 Adds a generic event system. The event system allows objects to register, unregister, and execute events on a particular object. More...
 
class  Explosion
 Creates an explision which applies a force and damage to any object that is within the specified radius. More...
 
class  Grenade
 A thrown object that will destroy itself after a set amount of time. More...
 
class  Health
 Adds health and a shield to the object. The shield can regenerate, health cannot. Can optionally sp More...
 
class  HealthPickup
 Allows an object with the Invetory component to pickup items when that object enters the trigger. More...
 
interface  IFlashlightUseable
 Interface for an item that can use the flashlight. More...
 
interface  IHitboxItem
 Interface for an item that can receive hitbox collisions. More...
 
interface  IInteractable
 Interface for an object that performs the interaction on an IInteractableTarget (such as buttons or switches). More...
 
interface  IInteractableTarget
 Interface for an object that can be interacted with (such as a platform or door). More...
 
interface  ILaserSightUseable
 Interface for an item that can use the laser sight. More...
 
class  Interactable
 Interactable objects can be interacted with such as a switch or a button. The object can be interacted with when an object within the interactor layer enters the trigger and is facing the direction of the interaction object. More...
 
class  Inventory
 The Inventory manager all of the Items. It allows items to be used, reloaded, dropped, etc. It also communicates with the Animator to trigger animations when switching between items. More...
 
class  InventoryHandler
 Acts as an interface between the user input and the inventory. More...
 
interface  IReloadableItem
 Interface for an item that can be reloaded. More...
 
class  Item
 An item is the base class of anything that can be picked up. Items can be used by subscribing to the IUseableItem interface and reloaded by subscribing to the IReloadableItem interface. More...
 
class  ItemBuilder
 
class  ItemColliderPositioner
 
class  ItemExtension
 An item extension is the base class of anything that can add an extension to the parent item. Examples include having an assault rifle that primarily fires bullets, but can also shoot grenades (using ShootableWeaponExtension) and melee (using MeleeWeaponExtension). More...
 
class  ItemHandler
 Acts as an interface between the user input and the current Item. More...
 
class  ItemPickup
 Allows an object with the Invetory component to pickup items when that object enters the trigger More...
 
class  ItemPlacement
 Identifier class used by the ItemBuilder to determine where to add the child item GameObjects. More...
 
class  ItemType
 An Item is the base class of any object can be picked up by the character. The ItemType binds an Item to an object type that the Inventory can use to update properties on that item such as if the item is equipped or how many bullets are left. More...
 
interface  IThrownObject
 Interface for an object that can be thrown. More...
 
interface  IUseableItem
 Interface for an item that can be used (fired, swung, thrown, etc). More...
 
class  LaserSight
 Uses a LineRender to render a laser in the direction that the Item is aiming. More...
 
class  LayerManager
 Easy access to the Unity layer system. More...
 
class  MagicItem
 An item which can cast a magic spell when used. More...
 
class  MagicItemParticle
 Allows an individual magic particle to do damage to the object that was hit. More...
 
class  MeleeWeapon
 Any weapon that uses melee to damage the target. This includes a knife, baseball bat, mace, etc. More...
 
class  MeleeWeaponExtension
 Any weapon extension that uses melee to damage the target. More...
 
class  MeleeWeaponHitbox
 Allows multiple hitboxes to be used on a single MeleeWeapon or MeleeWeaponExtension. More...
 
class  MovingPlatform
 Smoothly moves between two triggers. Can also rotate. Subscribes to IIteractableTarget. More...
 
class  MuzzleFlash
 Initializes an object which slowly fades out with time. Can optionally attach a light to the GameObject and that light will be faded as well. More...
 
class  NavMeshAgentBridge
 Acts as a bridge between the NavMeshAgent and Third Person Controller. This link will move the character according to the NavMeshAgent velocity. More...
 
class  NetworkEventManager
 Subclass of NetworkManager. Will send events when a network callback occurs. More...
 
class  NetworkMonitor
 The NetworkMonitor acts as an intermediary component between the network and any object related to the character that is not spawned. These objects do not have the NetworkIdentifier component so they cannot issue standard RPC or Command calls. It also performs various other network functions such as contain the NetworkMessage identifiers. More...
 
class  ObjectManager
 Determines which object to spawn based off of a dictionary in additioning to managing the active state of interested objects. Will destroy the oldest object as soon as too many of the same objects have been instantiated. More...
 
class  ObjectPool
 It is relatively expensive to instantiate new objects so reuse the objects when possible by placing them in a pool. More...
 
class  ParticleRemover
 Plays a ParticleSystem when the object is enabled and removes itself after the ParticleSystem is done playing. More...
 
class  PickupObject
 Base class for any object that can be picked up. This class stores a separate active value so the GameObject active state will be persisted to the clients over a network. More...
 
class  PointClickControllerHandler
 Allows the player to click to move the character to a position. Will translate the NavMeshAgent desired velocity into values that the RigidbodyCharacterController can understand. More...
 
class  PrimaryItemType
 A primary item is any item that can be equipped by the character. This includes a standard weapon such as a pistol or shotgun but it can also include throwable items (such as a grenade) or melee weapons (such as a knife). More...
 
class  Projectile
 A moving Destructable that applies a damage at the collision point. More...
 
class  PushableObject
 The PushableObject is any object which can be pushed by the character. More...
 
class  ReflectionExtensions
 Extension methods to allow Windows Store Apps to build.
 
class  Respawner
 When the object is disabled, respawn after a specified number of seconds. More...
 
class  RideableObject
 The RideableObject represents any Third Person Controller character object that can be ridden by another character. When the character is mounted on the object it will then have control. More...
 
class  RigidbodyCharacterController
 The RigidbodyCharacterController controls all of the character's movements. At a higher level it has three different types of movement: combat, adventure, and top down movement. In combat movement the camera is always behind the character and it allows the character to strafe and move backwards. In adventure movement the character can move forward in any direction and allows for a free camera movement. Top down movement moves relative to the camera and rotates to always look at the mouse. The controller uses a rigidbody and will respond to external forces. More...
 
class  ScheduledEvent
 Used by the Scheduler, the ScheduledEvent contains the delegate and arguments for the event that should execute at a time in the future. More...
 
class  Scheduler
 The scheduler will execute a ScheduledEvent after the specified amount of time. More...
 
class  SecondaryItemType
 Secondary items are items that are used in the non-dominant hand. These items do not need to be equipped. This includes grenades, a health pack, a power up, etc. More...
 
class  SharedManager
 Manages the SharedProperty and SharedMethod classes. These classes reduce the coupling between classes by allowing access to class A from class B without class B directly knowing about class A. The SharedManager makes this all possible by assigning the properties and methods of the fields.
 
class  SharedMethod
 See the SharedManager for more information, but the SharedMethod class decreases the coupling between classes. It allows class A to invoke a method within class B without class A directly knowing about class B. More...
 
class  SharedMethodArg
 A SharedMethod which has one parameter. More...
 
class  SharedProperty
 See the SharedManager for more information, but the SharedProperty class decreases the coupling between classes. It allows class A to get/set a property on class B class A directly knowing about class B. More...
 
class  Shell
 A shell spawns when a weapon is fired representing the bullet's shell. More...
 
class  Shield
 The Shield inherits from StaticItem to allow for a recoil when hit. More...
 
class  ShootableWeapon
 Any weapon that can shoot. This includes pistols, rocket launchers, bow and arrows, etc. More...
 
class  ShootableWeaponExtension
 Any weapon extension that can shopt. More...
 
class  SimpleTurret
 A stationary turret that will fire a projectile at any object in the target layer. Uses a spherical trigger to determine any targets within range. More...
 
class  SpawnSelection
 Singleton object which randomly selects a new spawn location out of the spawn location list. More...
 
class  StaticItem
 Any Item that doesn't do anything besides exist. Examples include a shield or book. More...
 
class  ThrowableItem
 Any Item that can be thrown, such as a grenade or baseball. The GameObject that the ThrowableItem attaches to is not the actual object that is thrown - the ThrownObject field specifies this instead. This GameObject is used by the Inventory to know that a ThrowableItem exists, and by the ItemHandler to actually use the Item. More...
 
class  Tracer
 The tracer will show a Line Renderer from the hitscan fire point to the hit point. More...
 
class  Utility
 A collection of small utility methods.
 
class  Water
 The Water object acts as a trigger which will start or stop the Swim ability. More...
 
class  Weapon
 Base class for any item that can attack More...
 
class  WeaponExtension
 Base class for any item extension that can attack More...