Fixed it :D |
Fixed node visual, fixed category, updated description, added input and output sections. |
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{{#Invoke:ProtoFlux|GenerateUI | {{#Invoke:ProtoFlux|GenerateUI | ||
|Name=Footstep Events | |Name=Footstep Events | ||
|Category= | |Category=Locomotion | ||
|Outputs= | |Outputs= | ||
[ | [ | ||
{"Name":"Footstep", "Type":"Call"}, | {"Name":"Footstep", "Type":"Call"}, | ||
{"Name":"Side", "Type":" | {"Name":"Side", "Type":"Chirality"}, | ||
{"Name":"Position", "Type":"float3"}, | {"Name":"Position", "Type":"float3"}, | ||
{"Name":"Rotation", "Type":"floatQ"}, | {"Name":"Rotation", "Type":"floatQ"}, | ||
Line 15: | Line 15: | ||
|Globals= | |Globals= | ||
[ | [ | ||
{"Name":"Source","Type":" | {"Name":"Source","Type":"IFootstepEventRelay"} | ||
] | ] | ||
|}} | |}} | ||
The '''Footstep Events''' node takes in the global source of a [[Component:FootstepEventRelay|FootstepEventRelay]] or [[Component:SelfFootstepEventRelay|SelfFootstepEventRelay]] component, and returns the values from this [[User|user's]] footstep. The footstep event counts when any proxy on a [[Slot|slot]] detects the collision and raycast from a user's feet onto that [[Type:ICollider|ICollider]], as long as that collider does '''not''' have the <code>No Collision</code> setting on, and also does '''not''' have the <code>Ignore Raycasts</code> setting on. | |||
== Outputs == | |||
=== Footstep ([[Impulses|Call]]) === | |||
Fires when a footstep event happens from a [[Component:FootstepEventRelay|FootstepEventRelay]] or [[Component:SelfFootstepEventRelay|SelfFootstepEventRelay]] component. | |||
=== Side ([[Type:Chirality|Chirality]]) === | |||
Returns the side of that footstep. | |||
=== Position ([[Type:float3|float3]]) === | |||
Returns the position of that footstep. | |||
=== Rotation ([[Type:floatQ|floatQ]]) === | |||
Returns the rotation of that footstep. | |||
=== ImpactVelocity ([[Type:float3|float3]]) === | |||
Returns the impact velocity of that footstep. | |||
=== HasLanded ([[Type:bool|bool]]) === | |||
Returns if this footstep has landed. | |||
=== HitCollider ([[Type:ICollider|ICollider]]) === | |||
Returns the collider that this footstep has collided with. | |||
=== HitTriangleIndex ([[Type:int|int]]) === | |||
Returns the particular triangle of where this footstep has collided with. | |||
== Globals == | |||
=== Source ([[Type:IFootstepEventRelay|IFootstepEventRelay]]) === | |||
The [[Component:FootstepEventRelay|FootstepEventRelay]] or [[Component:SelfFootstepEventRelay|SelfFootstepEventRelay]] component required to make this node work. | |||
[[Category:Locomotion]] |
Latest revision as of 18:36, 12 September 2024
The Footstep Events node takes in the global source of a FootstepEventRelay or SelfFootstepEventRelay component, and returns the values from this user's footstep. The footstep event counts when any proxy on a slot detects the collision and raycast from a user's feet onto that ICollider, as long as that collider does not have the No Collision
setting on, and also does not have the Ignore Raycasts
setting on.
Outputs
Footstep (Call)
Fires when a footstep event happens from a FootstepEventRelay or SelfFootstepEventRelay component.
Side (Chirality)
Returns the side of that footstep.
Position (float3)
Returns the position of that footstep.
Rotation (floatQ)
Returns the rotation of that footstep.
ImpactVelocity (float3)
Returns the impact velocity of that footstep.
HasLanded (bool)
Returns if this footstep has landed.
HitCollider (ICollider)
Returns the collider that this footstep has collided with.
HitTriangleIndex (int)
Returns the particular triangle of where this footstep has collided with.
Globals
Source (IFootstepEventRelay)
The FootstepEventRelay or SelfFootstepEventRelay component required to make this node work.