Game Development Reference
In-Depth Information
Getting ready
Let's define in more detail what we'll implement and how. We'll use Rays to detect wheth-
er the player is covered or not and KeyTrigger to toggle the entering or exiting cover. If
you're not familiar with the concept of Rays, you can, for example, have a look at the Fir-
ing in FPS or Selecting units in RTS recipes in this chapter. Cover can be anything in the
scene above a certain height. All of the action in this recipe will be handled by
GameCharacterControl from the Following a character with ChaseCamera recipe.
There are two separate areas we need to look at. One is the cover detection itself, and the
other is related to how the character should behave when in cover.
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