Methods and Properties
Public Methods and Properties you can use via script and Unity Events.
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Public Methods and Properties you can use via script and Unity Events.
Last updated
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Mount Montura
{get; private set; }
component of the animal stored when the Riders enters a
IAIControl MonturaAI
{get; private set; }
Store the attached to the Animal
IInputSource MountInput
{get; private set; }
Store the Input interface Attached to the Mount (Usually component)
bool CanMount
{get; private set; }
bool CanDismount {get; private set; }
{get; private set; }
Checks if the Rider can Dismount an Animal. The rider must be already mounted
{get; private set; }
True: Rider starts Mounting and is mounted False: Rider starts Dismounting and is dismounted. This value goes to the Animator as a parameter.
bool IsOnHorse
{get; private set; }
This is true when the rider Finish Mounting , and False when the rider Finish Dismounting
bool CanCallAnimal
{get; private set; }
Check if we can call a Mount. This is only true when we have a stored Mount on the Rider component and we are not mounting any animal.
float SpeedMultiplier
{get; set; }
Speed Multiplier for the Animator Speeds Changes while using other Animals but the horse
{get;}
Returns true if the Rider is on the horse and Mount animations are finished
{get;}
Returns true if the Rider is from the Start of the Mount to the End of the Dismount
{get;}
Returns true if the Rider is between the Start and the End of the Mount Animations
{get;}
Returns true if the Rider is between the Start and the End of the Dismount Animations
Animator Anim
{get;}
Reference of the Animator Component
void MountAnimal()
Execute the Logic for mounting an Animal. CanMount must be true.
This method is usually called by a Mount Input
void DismountAnimal()
Execute the Logic for Dismounting an Animal. CanDismount must be true.
This method is usually called by a Dismount Input
void Start_Mounted()
Set all the correct attributes and variables to Start Mounted on the on Awake.
this is called on Start when the StartMounted parameter is true and we have set a Stored Mounted.
void StopMountAI()
void ForceDismount()
Forces the Rider to Dismount, Execute the StartDismount() and EndDismount() Methods.
void UpdateRiderTransform()
Updates the Rider Position to the Mount Point
void EnableMountInput(bool value)
Enable/Disable the Input for the Mount
void CallAnimal(bool value)
If the Animal has a IMountAI component and it can be called the Animal will walk towards the Rider
void CheckMountDismount()
Checks and Execute without Input if the Rider can Mount, Dismount or Call an Animal
Checks if the Rider can mount an Animal. It will be set to true if the Rider is inside a
If the has a component it will stop the Mount from moving