IAim

Interface used to Check if the Player/Animal is Aiming

Properties

// Is the Aiming Logic Active?
bool Active { get; set; }
/// <summary>Direction Vector Stored of the Aiming Logic</summary>
Vector3 AimDirection { get; }
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/// <summary>Returns the Main Camera used for Aiming</summary>
Camera MainCamera { get; }
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/// <summary>Limit the Aiming via Angle limit Which means the Aiming is Active but should not be used</summary>
bool Limited { get; set; }
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/// <summary>Check if the Camera is in the (Right:true) or (Left: False) side of the Animal </summary>
bool CameraSide { get; }
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/// <summary>Check if the Target is in the (Right:true) or (Left: False) side of the Animal </summary>
bool TargetSide { get; }
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/// <summary>What to do with the Triggers ... Ignore them? Use them?</summary>
QueryTriggerInteraction TriggerInteraction { get; }
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/// <summary>Layer to Aim and Hit</summary>
LayerMask AimLayer { get; }
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/// <summary>RaycastHit Data of the Aim logic</summary>
RaycastHit AimHit { get; }
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/// <summary>Forced Target on the Aiming Logic</summary>
Transform AimTarget { set; get; }
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/// <summary>Returns the origin of the Aim Logic</summary>
Transform AimOrigin { set; get; }
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/// <summary>Forced the Aim to Ignore a Transform</summary>
Transform IgnoreTransform { set; get; }
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/// <summary>Enable disable the Aim</summary>
void SetActive(bool value);
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/// <summary>Forced Target on the Aiming Logic</summary>
void SetTarget(Transform value);