Third Person Cover Shooter
1.6
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Describes and executes an AI action. More...
Public Member Functions | |
void | SetupActor (Actor actor) |
Set's the actor that executes the action. More... | |
bool | Execute (Actor actor) |
Starts the action by the given executor. More... | |
bool | Execute (Actor actor, Vector3 position) |
Starts the action by the given executor. More... | |
bool | Execute (Actor actor, Actor target) |
Starts the action by the given executor. More... | |
virtual bool | IsNeededFor (Actor target) |
Should the AI perform the action on the given target. More... | |
virtual bool | OnFinishAction () |
Catches the animator event during the execution and may perform the action. More... | |
virtual bool | OnThrow () |
Catches the animator event during the throw animation and may perform the action. More... | |
abstract bool | Update () |
Updates the action during it's execution. More... | |
abstract void | Stop () |
Stops the action at the end of it's execution. More... | |
virtual bool | WillMoveForActor (Actor target) |
Will the action require it's executor to move if targeted at the given actor. More... | |
virtual bool | WillMoveForPosition (Vector3 target) |
Will the action require it's executor to move if targeted at the given position. More... | |
Public Attributes | |
bool | Auto |
Is the action performed automatically by the AI. More... | |
float | Cooldown = 1 |
Time in seconds to wait after activation before the action can be performed again. More... | |
Protected Member Functions | |
void | MarkCooldown () |
Set's the cooldown timer. More... | |
abstract bool | Start () |
Starts the action. More... | |
Protected Attributes | |
Actor | _actor |
Actor | _targetActor |
Vector3 | _targetPosition |
Properties | |
bool | CanTargetAny [get] |
Can the action be targeted at both enemies and allies. More... | |
bool | NeedsTargetLocation [get] |
Does the action require a target location to be executed. More... | |
bool | NeedsOnlySelf [get] |
Can the action include self. More... | |
bool | NeedsSingleTargetActor [get] |
Is the action always targeted at a single actor. More... | |
float | Wait [get] |
Time in seconds left to wait before the action can be used again. More... | |
virtual bool | CanTargetSelf [get] |
Can the action target the executor themselves. More... | |
virtual bool | CanTargetEnemy [get] |
Can the action target enemies of the executor directly. More... | |
virtual bool | CanTargetAlly [get] |
Can the action target allies of the executor directly. More... | |
virtual bool | ShouldIgnoreDead [get] |
Should the UI ignore dead actors when picking targets. More... | |
virtual bool | CanTargetGround [get] |
Can the action be targeted at a location and not actors. More... | |
virtual bool | CanTargetMultiple [get] |
Can the action target multiple actors at once. More... | |
virtual bool | HasNoTimeout [get] |
Can the action be cancelled if the Timout in AIActions is triggered. More... | |
virtual float | UIRadius [get] |
Radius of the target sphere when the action is displayed in the UI. More... | |
abstract Color | UIColor [get] |
Color of the action when presented in the UI. More... | |
Describes and executes an AI action.
bool CoverShooter.AIAction.Execute | ( | Actor | actor | ) |
Starts the action by the given executor.
Returns true if the action was successfully started.
bool CoverShooter.AIAction.Execute | ( | Actor | actor, |
Vector3 | position | ||
) |
Starts the action by the given executor.
Action is targeted at a location. Returns true if the action was successfully started.
Starts the action by the given executor.
Action is targeted at a target actor. Returns true if the action was successfully started.
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virtual |
Should the AI perform the action on the given target.
Reimplemented in CoverShooter.GrenadeAction, CoverShooter.HealAction, CoverShooter.DamageBuffAction, CoverShooter.MassArmorBuffAction, CoverShooter.MassHealAction, CoverShooter.MassDamageBuffAction, and CoverShooter.ShieldAction.
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protected |
Set's the cooldown timer.
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virtual |
Catches the animator event during the execution and may perform the action.
Returns true if that is the case.
Reimplemented in CoverShooter.AnimatedActorAction, CoverShooter.AnimatedAreaAction, and CoverShooter.AnimatedMassAction.
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virtual |
Catches the animator event during the throw animation and may perform the action.
Returns true if that is the case.
Reimplemented in CoverShooter.GrenadeAction.
void CoverShooter.AIAction.SetupActor | ( | Actor | actor | ) |
Set's the actor that executes the action.
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protectedpure virtual |
Starts the action.
Returns true if the action should continue running until finished.
Implemented in CoverShooter.GrenadeAction, CoverShooter.AnimatedAreaAction, CoverShooter.AnimatedActorAction, CoverShooter.AnimatedMassAction, and CoverShooter.InstantAction.
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pure virtual |
Stops the action at the end of it's execution.
Implemented in CoverShooter.GrenadeAction, CoverShooter.AnimatedActorAction, CoverShooter.AnimatedAreaAction, CoverShooter.AnimatedMassAction, and CoverShooter.InstantAction.
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pure virtual |
Updates the action during it's execution.
If false is returned the action is stopped.
Implemented in CoverShooter.GrenadeAction, CoverShooter.AnimatedActorAction, CoverShooter.AnimatedAreaAction, CoverShooter.AnimatedMassAction, and CoverShooter.InstantAction.
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virtual |
Will the action require it's executor to move if targeted at the given actor.
Reimplemented in CoverShooter.AnimatedActorAction.
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virtual |
Will the action require it's executor to move if targeted at the given position.
Reimplemented in CoverShooter.AnimatedAreaAction, and CoverShooter.GrenadeAction.
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protected |
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protected |
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protected |
bool CoverShooter.AIAction.Auto |
Is the action performed automatically by the AI.
Actions without any possible targets (like simple movement) won't be performed.
float CoverShooter.AIAction.Cooldown = 1 |
Time in seconds to wait after activation before the action can be performed again.
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get |
Can the action target allies of the executor directly.
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get |
Can the action be targeted at both enemies and allies.
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get |
Can the action target enemies of the executor directly.
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get |
Can the action be targeted at a location and not actors.
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get |
Can the action target multiple actors at once.
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get |
Can the action target the executor themselves.
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get |
Can the action be cancelled if the Timout in AIActions is triggered.
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get |
Can the action include self.
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get |
Is the action always targeted at a single actor.
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get |
Does the action require a target location to be executed.
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get |
Should the UI ignore dead actors when picking targets.
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get |
Color of the action when presented in the UI.
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get |
Radius of the target sphere when the action is displayed in the UI.
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get |
Time in seconds left to wait before the action can be used again.