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1.1.0:charactercontrolling [2024/01/29 13:39] – [FirstPerson Controller] admin1.1.0:charactercontrolling [2024/01/29 15:05] (current) – [Speed] admin
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 You can implement that yourself by OnMove and OnRotate event You can implement that yourself by OnMove and OnRotate event
  
-=== Speed  ===+=== Speed ===
  
 In case movement or rotation speed does not suit your needs. In case movement or rotation speed does not suit your needs.
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 |CrouchingSpeedReduction|Factor of reduction on speed if state is fpCrouching. Values between 0.0 - 1.0 are allowed. Default value is 0.15.| |CrouchingSpeedReduction|Factor of reduction on speed if state is fpCrouching. Values between 0.0 - 1.0 are allowed. Default value is 0.15.|
  
 +=== Boost ===
 +
 +The boost mode getting triggered by the OnBoost event.
 +By default boost mode is active by holding the left shift key down or the left shoulder button on your gamepad.
 +
 +"RunningSpeedBoost" is multiplied with the current speed value.
 +And the current speed value can be the normal speed or reduced speed by crawling and crouching.
 +
 +If boost movement is active, states should contain the fpBoost flag.
 === Rotation Sideways  === === Rotation Sideways  ===
  
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 You can control the jumping height and the time it takes by the "JumpingAnimationTime" and the "JumpingHeight" property. You can control the jumping height and the time it takes by the "JumpingAnimationTime" and the "JumpingHeight" property.
 +
 +While jumping, states should contain the **fpJumping** state.
  
 JumpingHeight is a multiplier for the character height. JumpingHeight is a multiplier for the character height.
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 |CrawlingAnimationTime|Time in seconds the animation takes to enter or leave the crawling state.| |CrawlingAnimationTime|Time in seconds the animation takes to enter or leave the crawling state.|
 |CrawlingSpeedReduction|Multiplier to reduce regular speed while in crawling mode.| |CrawlingSpeedReduction|Multiplier to reduce regular speed while in crawling mode.|
 +
 +=== Push / Pull ===
 +
 +Two states are not automatically handled, because developers always have to decide when pushing or pulling is activated.
 +
 +When pushing is active states should contain the **fpPushing** state.
 +
 +When pulling is active states should contain the **fpPulling** state.
 +
 +^Method^Description^
 +|procedure Push(AEnabled : Boolean);|Manually activates/deactivates the pushing state and calls the OnPush event.|
 +|procedure Pull(AEnabled : Boolean);| Manually activates/deactivates the pulling state and calls the OnPull event.|
  
 === Default Behaviour === === Default Behaviour ===