Skyline Lua API  Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
LUA_API_CharacterController.h
Go to the documentation of this file.
1 // | _ ____ __ _
2 // | / \ _ _ _ __ __ _/ ___| ___ / _| |_
3 // | / _ \| | | | '__/ _` \___ \ / _ \| |_| __|
4 // | / ___ \ |_| | | | (_| |___) | (_) | _| |_
5 // | /_/ \_\__,_|_| \__,_|____/ \___/|_| \__|
6 // |
7 // | Aurasoft UK 2008 - 2016 http://www.aurasoft.co.uk
8 // |
9 // | Skyline Game Engine Lua API Documentation
10 // |
11 // | This file belongs to Aurasoft UK for the Skyline Game Engine of all versions.
12 // | This file is not for use in any other software that is not owned by Aurasoft UK and cannot be used by any other
13 // | person outside of the Skyline Game Engine development team.
14 // |
15 // | © Copyright - Aurasoft UK & Skyline Game Engine 2008 - 2016
16 // |
17 
18 // SKYLINE LUA CLASS FOR API DOCUMENTATION
19 
105 {
106 public:
107 
145  void move(int EntityID, int Speed );
146 
184  void moveUp(int EntityID, int moveUpSpd );
185 
186 
187  void doStrafe(int EntityID, int state );
188 
189 
190  void doJump(int EntityID, int force );
191 
192 
193  void setJumpDownforce(int EntityID, int force );
194 
195 
196  void setGravity(int EntityID, float x, float y, float z );
197 
198 
199  void enableGravity(int EntityID, state );
200 
201 
202  void invertGravity(int EntityID, state );
203 
204 
219  void setPosition(int entityID, float x, float y, float z);
220 
233  void setPositionString(int entityID, String xyz);
234 
235 
236  void getPosition(int EntityID);
237 
255  void getCollisionFlag(int EntityID);
256 
257 
258  void setMoveDirection(int EntityID, float x, float y, float z );
259 
260 
261 
275  void ko(int entityID);
276 
284  void revive(int entityID);
285 
304  void followPath(int entityID, string pathName, float speed);
305 
319  int isFollowingPath(int entityID);
320 
336  void setPathAccuracy(int entityID, float accuracy);
337 
353  void setPathMaxTurn(int entityID, float maxTurn);
354 
369  void setPathNodeIndex(int entityID, int nodeIndex);
370 
402  void followPathPosition(int entityID, float x, float y, float z);
403 
419  int isDestinationReached(int entityID);
420 
437  void setAdvancedCollision( int entityID, int state);
438 
457  void setDimension(int entityID, float radius, float height);
458 
476  void setOffset( int entityID, float x, float y, float z );
477 
492  vec3 getOffset( int entityID, float x, float y, float z );
493 
494 };
void setJumpDownforce(int EntityID, int force)
void getPosition(int EntityID)
void revive(int entityID)
Sets the player to its knock out status to false and enable the characters movement once again...
int isDestinationReached(int entityID)
Poll to check if the character has reached its destination.
void setPathAccuracy(int entityID, float accuracy)
Set the accuracy of the path to follow. Lower numbers make the distance to each node before trigger s...
Definition: LUA_API_CharacterController.h:104
vec3 getOffset(int entityID, float x, float y, float z)
Get the offset of the mesh that is moved by the capsule.
void followPathPosition(int entityID, float x, float y, float z)
Override the default path follow and enter your own point to move to. In order for this to take effec...
void setPositionString(int entityID, String xyz)
Sets the player position .
void invertGravity(int EntityID, state)
void setAdvancedCollision(int entityID, int state)
Setting advanced Collisions.
void setPathNodeIndex(int entityID, int nodeIndex)
Set the current node index the character should head towards on the currently set path...
void moveUp(int EntityID, int moveUpSpd)
Moves the character up/down by the arg speed.
void doStrafe(int EntityID, int state)
void ko(int entityID)
Sets the player to its knock out status and is provided to have more dynamic control over certain pla...
void setOffset(int entityID, float x, float y, float z)
Set the offset of the mesh that is moved by the capsule.
void setMoveDirection(int EntityID, float x, float y, float z)
void setPosition(int entityID, float x, float y, float z)
Sets the player position .
Definition: LUA_API_States.h:28
void followPath(int entityID, string pathName, float speed)
make the character controller action follow a path simply by calling this function in an update loop...
void getCollisionFlag(int EntityID)
A flag value that is returned from the system when this controller collides with an object...
int isFollowingPath(int entityID)
return whether the character is currently following a path.
void doJump(int EntityID, int force)
void enableGravity(int EntityID, state)
void setPathMaxTurn(int entityID, float maxTurn)
Set the speed of the turning rate for this character.
void setDimension(int entityID, float radius, float height)
Change the dimensions of a chatacter controller by passing radius and height.
void move(int EntityID, int Speed)
Moves the character by the arg speed.
void setGravity(int EntityID, float x, float y, float z)