CharacterType Properties |
The CharacterType type exposes the following members.
Name | Description | |
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AllowManageInventory | ||
AnyData |
The user data of the component.
(Inherited from Component.) | |
BaseType |
Gets the base type of the object.
(Inherited from Component.) | |
CloneSupport |
Whether the object supports cloning.
(Inherited from Component.) | |
Components |
Gets the collection of the child components.
(Inherited from Component.) | |
CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component.) | |
Crouching | ||
CrouchingHeight | ||
CrouchingMaxSpeed | ||
CrouchingWalkDownHeight | ||
CrouchingWalkUpHeight | ||
DieAnimation |
The animation of dying.
| |
DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component.) | |
Disposed |
Whether the object is disposed.
(Inherited from Component.) | |
EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.) | |
EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component.) | |
EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.) | |
Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.) | |
EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
EyePosition |
The position of the eyes relative to the position of the character.
| |
FingerBoneFormat |
The format of naming for finger bones.
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FlyAnimation |
Character flying animation.
| |
FlyControl |
Can a character control himself in flight.
| |
FlyControlMaxSpeed |
Maximum speed of character control in flight.
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FlyEndSound | ||
FootstepSound |
The sound of footstep when walking or running.
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HeadBone |
The name of the head bone.
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HeadTopBone |
The name of the head top end bone.
| |
Height |
The height of the character.
| |
HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component.) | |
IdleAnimation |
Animation of character at rest.
| |
ItemHoldingIdleAnimation |
Animation of character at rest with the rifle.
| |
ItemHoldingPosition | ||
Jump |
Can the character jump.
| |
JumpAnimation |
Character jump animation.
| |
JumpSound | ||
JumpSpeed |
The vertical speed of a jump.
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LeftArmBone |
The name of the left arm bone.
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LeftHandBone |
The name of the left hand bone.
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LeftLegBone |
The name of the left leg bone.
| |
LeftShoulderBone | ||
LeftTurnAnimation |
Character left turn animation.
| |
Mass |
The mass of the character.
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MaxSlopeAngle |
The maximum angle of the surface on which the character can stand.
| |
MaxStrength |
Maximum force with which the character can push other bodies (N).
| |
Mesh |
The mesh of the character.
| |
Name |
The name of the component.
(Inherited from Component.) | |
NetworkID | (Inherited from Component.) | |
NetworkIsClient | (Inherited from Component.) | |
NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.) | |
NetworkIsSingle | (Inherited from Component.) | |
NetworkIsSingleOrClient | (Inherited from Component.) | |
NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.) | |
NetworkModeUsers | (Inherited from Component.) | |
OneHandedMeleeWeaponAttackAnimation |
Attack animation by one-handed melee weapon.
| |
OneHandedMeleeWeaponAttackAnimationSpeed |
The multiplier for playing the attacking with one-handed melee weapon animation depending on the speed of the character.
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OneHandedMeleeWeaponIdleAnimation |
Animation of character at rest with one-handed melee weapon.
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OneHandedMeleeWeaponWalkAnimation |
Walk animation with one-handed melee weapon.
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OneHandedMeleeWeaponWalkAnimationSpeed |
The multiplier for playing the walking with one-handed melee weapon animation depending on the speed of the character.
| |
Parent |
Gets the parent object.
(Inherited from Component.) | |
ParentRoot |
Gets the parent root object.
(Inherited from Component.) | |
Radius |
The radius of the collision capsule.
| |
RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.) | |
RifleAimingArmsCenter | ||
RifleAimingArmsCenterFirstPerson | ||
RifleAimingIdleAnimation |
Animation of character at rest with the rifle.
| |
RifleAimingIdleMinus45Animation | ||
RifleAimingIdlePlus45Animation | ||
RifleAimingWalkAnimation |
Character walking animation with the aiming rifle.
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RifleAimingWalkAnimationSpeed |
The multiplier for playing the walking animation depending on the speed of the character.
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RightArmBone |
The name of the right arm bone.
| |
RightHandBone |
The name of the right hand bone.
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RightLegBone |
The name of the right leg bone.
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RightShoulderBone | ||
RightTurnAnimation |
Character left turn animation.
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RotateMeshDependingGround | ||
Run |
Can the character run.
| |
RunAnimation |
Character running animation.
| |
RunAnimationSpeed |
The multiplier for playing the running animation depending on the speed of the character.
| |
RunBackwardMaxSpeed |
Maximum speed when running backward.
| |
RunForwardMaxSpeed |
Maximum speed when running forward.
| |
RunSideMaxSpeed |
Maximum speed when running to a side.
| |
SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component.) | |
ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.) | |
SitAnimation |
The animation of sitting.
| |
SitButtHeight |
The distance from the bottom to the butt when the character is sitting.
| |
SitTest |
Whether to enable sitting test in the editor to calibrate SitButtHeight.
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SpineBone1 | ||
SpineBone2 | ||
SpineBone3 | ||
TurnAnimationSpeed |
The speed multiplier of turn animations.
| |
TurningSpeed |
The speed of rotation of the character around its axis.
| |
TurningSpeedOfLooking |
The speed of rotation of the character looking to position.
| |
TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component.) | |
UpperPartBone |
The name of the root bone of upper part of the model.
| |
Version | ||
WalkAnimation |
Character walking animation.
| |
WalkAnimationSpeed |
The multiplier for playing the walking animation depending on the speed of the character.
| |
WalkBackwardMaxSpeed |
Maximum speed when walking backward.
| |
WalkDownHeight |
The height to which the character can go down without start flying. Set 0 to disable functionality of walking down.
| |
WalkForwardMaxSpeed |
Maximum speed when walking forward.
| |
WalkSideMaxSpeed |
Maximum speed when walking to a side.
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WalkUpHeight |
The height to which the character can rise. Set 0 to disable functionality of walking up.
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