CharacterType Properties |
The CharacterType type exposes the following members.
| Name | Description | |
|---|---|---|
| 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.
| |
| FlyAnimation |
Character flying animation.
| |
| FlyControl |
Can a character control himself in flight.
| |
| FlyControlMaxSpeed |
Maximum speed of character control in flight.
| |
| FlyEndSound | ||
| FootstepSound |
The sound of footstep when walking or running.
| |
| HeadBone |
The name of the head bone.
| |
| 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.
| |
| LeftArmBone |
The name of the left arm bone.
| |
| LeftHandBone |
The name of the left hand bone.
| |
| LeftLegBone |
The name of the left leg bone.
| |
| LeftShoulderBone | ||
| LeftTurnAnimation |
Character left turn animation.
| |
| Mass |
The mass of the character.
| |
| 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.
| |
| OneHandedMeleeWeaponIdleAnimation |
Animation of character at rest with one-handed melee weapon.
| |
| OneHandedMeleeWeaponWalkAnimation |
Walk animation with one-handed melee weapon.
| |
| 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.
| |
| RifleAimingWalkAnimationSpeed |
The multiplier for playing the walking animation depending on the speed of the character.
| |
| RightArmBone |
The name of the right arm bone.
| |
| RightHandBone |
The name of the right hand bone.
| |
| RightLegBone |
The name of the right leg bone.
| |
| RightShoulderBone | ||
| RightTurnAnimation |
Character left turn animation.
| |
| 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.
| |
| 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.
| |
| WalkUpHeight |
The height to which the character can rise. Set 0 to disable functionality of walking up.
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